Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
If after placing a notify on an anim sequence timeline you modify a property that is used in the GetNotifyName function of a blueprint notify in engine version previous to 5.5 (5.4.3 for example) th ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
When updating a video texture's output track, the player preview and world will update immediately, however the texture's thumbnail will revert to default color: Black. When moused over, the thumbn ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
Certain values, when changed in code, are not updated in a hot reload. For example, changing the Target Arm Length of a spring arm component will updated after hot reload, but changing the Scale do ...
Material layer instances do not generate a valid UMaterialFunctionInterface::StateId. For this reason, materials and material instances that use material layer instances will not recompile their sh ...
If a struct variable inside a blueprint has its node split, changing the variable form one struct to another does not update the split pin. Recombining / resplitting the struct has no affect. Work ...
LastRenderTime is never updated with occlusion culling disabled, so the widget component will always stop updating. (see UWidgetComponent::ShouldDrawWidget) Developers can force updates by TickWhen ...