Hit this when I made a blueprint and Subscribed to ALL quantization events instead of the one I was interested it and tried to use all of them as my Quantization Boundary. The alt title of this bug ...
Non nanite mesh have an outline that match lit geometry, but not nanite meshes. The plan is to enable temporal upsampling by default in 5.0, so this issue will become problematic [Link Removed ...
This was introduce by changes to UEdGraphSchema_K2::CanFunctionBeUsedInGraph in CL 9230757 for [Link Removed]. ...
Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...
Loading the same level twice through Load Level Instance BP Node will cause issues with levels containing Landscape as they will end up with the same GUID and the underlying systems do not support t ...
Foliage is not an asset that you can select through the World Outliner and the "Select" button in Foliage Tool is not working for this case. If you create new foliage, it will be set to scale 0 and ...
Deleting a dynamic component on an actor that's currently net dormant doesn't replicate the deletion to clients, even if FlushNetDormancy is called. This is inconsistent with adding components, whic ...
Feeding Interpolative non-additive Data into Make Dynamic Additive gives a Warning "Trying to play a non-additive animation into a pose that is expected to be additive in anim instance" AnimBluepr ...
Imported FBXs that use UBX will import their collision rotation incorrectly. You can see this when scaling the collision non-uniformly. Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 CL# 46 ...
Child Actors do not replicated properly to clients when running a project using the "-game" commandline argument. This does functionality does work properly in PIE and in a cooked build however. Re ...