Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
If the user uses world delta seconds in a calculation there appears to be some incorrect values. Note there is also a users project attached if you would like to look at that example. ...
Stereo layer appears to move/slide as the player moves the HMD from side to side when using the world locked setting for the stereo layer. ...
Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...
slack discussion: [Link Removed] ...
On a Mac, when opening a custom character blueprint from a project that has been converted to 4.5 from a previous version of the engine, the engine immediately crashes. ...
Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...
This is a unique problem with macro libraries and the AddComponent node. It would appear that the issue has to do with the MakeNewComponentTemplateName function that we use when we create these func ...
The new AI Perception system's BP API, marketed in release notes, depends on UAIPerceptionComponent::GetActorsPerception, that, as one AnswerHub user points out, is useless due to a buggy condition ...
Workaround Seemed that closing and reopening the project resolves this issue This is NOT a regression as it happens in 4.15.2 ...