Licensee reports a difference in behaviour in instanced blueprints containing SplineComponents from 5.3 to 5.4, with respect to whether a placed blueprint containing spline component instance can be ...
When negative scaling is applied to an instance of an ISM, the instance transform is updated to apply a rotation instead. The same thing should happen when packing actors into ISMs for Packed-Level ...
UDN: https://udn.unrealengine.com/s/case/500QP000009NxNBYA0/deleteallmaterialexpressionsinfunction-doesnt-delete-all-expressions-in-one-go?fromCase=1 A UDN user is reporting that the delete_all_mat ...
The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...
When using box selection with "Box Select Occluded Objects" enabled, volumes in the box selection zone are not able to be selected. ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...
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 ...