Adding a Custom Depth material at runtime does not make the object its applied to render through walls. Tested in 4.22.3 (CL - 7053647), 4.23 (CL - 8386587), 4.24 (CL - 9413529) ...
Shadows in an asset's thumbnail disappear after opening and saving the asset, whether changes are made or not. Tested: 4.24.3 CL#11590370, 4.25P6 CL#12493028, 4.26 CL#12767035 ...
Certain blueprint nodes are noticeably wider than they were in 4.25, and seem to get excessively wide if the user fills in literal pins on them. This was noticed with the Array Add nodes, but may a ...
ULevelEditorDragDropHandler::PreviewDropObjectsAtCoordinates sets the World as the ReferencingAsset when we should probably set the GameDataAsset for the current active ContentBundle if there is any ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
Comment bubbles above comment boxes no longer have an option to pin/unpin comment bubbles. This functionality allowed users to choose whether or not to show the comment bubble, which was useful for ...
When an actor with geometry collection is destroyed, the engine doesn't remove elements from array in the ChaosSolver So illegal references occurs. Removing element with following quick fix code ...
Destroy Component node does not destroy decals when called. ...
A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...
If the user creates two blueprints and parents one to the other and then creates 3 event dispatchers in total between the two in an alternating method it will cause and error and the event dispatch ...