The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...
All "Key" related BlueprintPure nodes cause the Blueprint to become dirty when the Blueprint is reopened. This includes: Key Get Display Name Key Is Float Axis Key Is Gamepad Key Key Is Keyboard Ke ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...
If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...
There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...
Distance Field Ambient Occlusion does not render in VR. I mentioned to the user reporting this issue, that using DFAO is more than likely disabled by default due to the baseline cost of using the ' ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
While investigating an issue with Cull Distance Volumes, I noticed that AVolume::EncompassesPoint has a broken default implementation when WITH_PHYSX is not defined. If only chaos is enabled it will ...