When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...
When using OIT, AlphaComposite Materials blend as if they are using the Translucent BlendMode. The order of macro #if … #elif cases cause AlphaComposite Materials to take the same route as Transluce ...
After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...
'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...
When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
This crash occurs in 4.19 and 4.20 but not 4.18. Repro'd in 4.19.0-3944462 and 4.20.0-3955769 and 3964322. This is a regression. Per UDN licensee: When I'm showing/hiding levels in editor (in le ...
Renaming a Blackboard Key removes it's references in the Behavior Tree ...