When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
Adding an element to an array in the Material Editor automatically collapses all expanded elements in the array. I've successfully reproduced this issue with the following nodes:LandscapeGrassOutput ...
The Steam API is disabled when playing a Standalone Game that was started using the Play button. REGRESSION: Yes Worked: 4.24.3 Binary CL-11590231 Broken: 4.25 Binary CL-13261010 I do not see this ...
We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...
Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...
It appears that FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode. Currently the only variable in the calculation is EvaluationRate which ...
The deploy device selected in project launcher custom profile does not get saved. After restarting the editor, all selections are cleared, and have to be re-selected in the deploy device every time. ...