Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...
This is similar to [Link Removed], only in this case, the "Array Get" node is implemented as a UK2Node_GetArrayItem and not a UK2Node_CallArrayFunction. The fix for [Link Removed] currently applies ...
A user is reporting that the X axis rotation appears to only rotate based on the object's relative rotation, and not rotate based on the world rotation, even when using Set world rotation. For test ...
When adding a particle system to a scene with dynamic point lights with their source radius/min roughness altered results in those parameters getting reset to default. NotePoint light mush have cas ...
Changes made with the property matrix are undone when compiling a widget ...
Vertex snapping doesn't seem to work well for certain geometry setups. This is most noticeable in planes or other flat geometry. ...
User reports that the issue fixed for ODIN-6308 still occurs for InstancedStaticMeshes. ...
When a particle with actor collision passes through a trigger volume it won't collide with geometry for a moment. That is why in the test it will pass through the platform but then collide with the ...
A licensee has reported an issue where using LoadLevelInstance on a client causes the client to become disconnected from the server. This happens with both Hosted servers and Dedicated servers. Reg ...
A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...