"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...
When an instanced UObject property is added to a custom code Component class, changing the value of the property in a Blueprint that includes the custom Component only lasts until the Editor is clos ...
When shift-dragging in the Blueprint graph and ending the drag on a node with a connected wire, the Blueprint graph will freeze up. There is an attached video that showcases the issue as well. Th ...
When starting PIE in a New Editor Window on a Mac, the both the new window and original Editor window will freeze and stop responding to inputs if an attempt is made to change the window to Windowed ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...
When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...
Playing a video on a Mac using the Editor's Media Player results in the video appearing to have had its data compressed, and with an apparent decrease in quality. In particular, there is noticeable ...
Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...
Trying to use UAT to build a plugin that has CanBeUsedWithUnrealHeaderTool set to true will fail due to a null reference exception (log from Main CL 4666322 attached). This happens because the plugi ...