Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...
When a C++ function parameter has a default value, changing the default value will change any blueprint node of the function where the value is manually set. Regression: Yes - changing the default ...
On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...
Adding a reroute node in the material editor between a texture object and a material function breaks the link and the texture object is no longer applied. Adding a reroute node into a spline that d ...
A UFUNCTION that is BlueprintPure and has CommutativeAssociativeBinaryOperator set to true results in an ensure whenever it is shown in the Blueprint Editor. The reproduction steps cover adding the ...
Translucent Materials will receive incorrect shadows in forward shading. This is working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4408769, 4.22 CL# 4413 ...
Using a TimeStretchCurve in an Animation Montage doesn't cause it to slow down or speed up when keys are added to the curve. Link to API: [Link Removed] This was reported and tested in 4.20.3 (CL ...
Using Tab/Shift+Tab to navigates between all buttons on the player screen instead of the buttons that are constrained within an overlay Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.2 ...
When Slot animation by AnimMontage and AnimationTrack is done at the same time, the blend result differs from expectation. Probably because if AnimMontage's loop playback by EventTrack is executed, ...
When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...