A Mesh that is attached to a skeletal mesh by a Socket will not accurately follow when transitioning from animation to ragdoll. This is potentially due to the Frame Delay that the engine uses. ...
When a Planar Reflection component has been added to a Blueprint that has adjustable sliders that can be edited via the Details panel that updates the Blueprint via the construction script the memor ...
Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...
When a Texture Object is used for the "Tex" Input of a Texture Sample node in a material, the material will no longer contribute to indirect lighting when used with static lighting. Working as expe ...
When using a code created function call inside of a blueprint that takes in a pointer to a UBlueprint as a paramter the pin for setting the desired blueprint will cause a compile error when the edit ...
When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...
Creating a float variable named lifespan in an Actor Blueprint and setting a default value for it will override the parent class' life span setting. I was unable to find any variable in the Actor cl ...
Description: When using lots of static meshes placed in the scene and using level streaming to switch levels out can cause standalone game to crash while loading the map back in. For example, if you ...
A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...
Using a 3D Widget with a text block who's font size is set to 1,000 will give a fetal error when packaged. Note: The package will succeed, however when the project is opened the user will receive ...