https://udn.unrealengine.com/questions/270801/cannot-open-modules-panel-its-missing.html MikeF: The "Modules" button will automatically become hidden if the editor thinks that the user is not a pr ...
MakeSureMapNameIsValid will take in a FString, look for an asset matching that FString and edit it to match the asset path of the asset found. This issue is caused by the function not limiting its s ...
Calling the function FTabSpawnerEntry& RegisterNomadTabSpawner( const FName TabId, const FOnSpawnTab& OnSpawnTab ); to display the name of a new plugin causes the name to be displayed twice. In t ...
When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
Using a texture object in material when creating a baked material will result in black material. Confirmed in 4.23 MAIN @ CL 5806859 User also reports "this also applies to the material as seen by ...
When user promotes collapsed graph that has connection to custom event to macro, connection between that custom event and new macro is brokenThis is not the case when directly collapsing selected no ...
Changing the scale of an actor with the level editor gizmo follows a very different codepath than changing it via the details panel. A side effect of this seems to be that line traces will no longer ...
BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents. The following workaround fix the problem. void UText3DComponent::BuildTextMe ...
When using the new Draw Material to Render Target function in conjunction with a Material using a masked opacity channel, the render texture is inverted. See attached images for reference. As a not ...
"We've been able to enable velocity rendering when using instanced rendering. However, by looking at the generated vertex shader the computation of the previous position seems to be incorrect: flo ...