This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
If class defaults are accessed in an actor blueprint from another blueprint, texture variables will not appear in the class defaults list on the "Get Class Defaults" node. ...
This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...
When placing a Static mesh into a level that will cast a shadow and building lighting, no shadow will be shown on a character when walking through its shadow ...
When using a math expression node within a blueprint, the project will fail when packaging. ...
With a Tessellated Material, either Flat or PN Triangles, applied to a Skeletal Mesh when playing, the Mesh has excessive blur when in motion. If you use the same material and turn off tessellation ...
The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first. The node will compile if the Index is set to anything other than Wildcard. Note that the no ...
When using a delegate variable as a function parameter, dragging off of the delegate pin of an associated function BP node to create a custom event will create a default custom event without the inp ...
Text UMG isn't showing up on HTML5 when it's packaged and ran on the browsers. This has only been seen on HTML5 so far. ...