There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating ne ...
UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...
Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...
Files and directories with special characters %, @, * and # are not escaped when sent to the P4 Client API. For example, an '@' character is common in root workspace folders when using concurrent bu ...
When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...