When building a simple level using BSPs with materials applied after adding several additive and subtractive BSPs and applying materials, certain materials jitter and distort badly when in the viewp ...
When using a material function in a graph with a comment copied from that same material function will cause the material not to save. The error message that pops up says " ...Graph is linked to priv ...
Begin and End Overlap events continuously trigger while a character moves within a collision component of a Blueprint Actor that Simulates Physics if the collision component has Auto Weld enabled. ...
Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...
The widget diamond created when using MakeEditWidget does not update the transform of a placed instance unless Editable When Inherited is false. This appears to relate to the blueprint settings, wh ...
Using the Landscape Grasstype will generate log spam for the number of Landscape components being used or if using World Composition will generate a log warning for each tile used. The warning ind ...
I noticed that if you cook with -allmaps instead of specifying each map like -map=map1+map2..., that it seems to cook all assets in your game's content folder, whether or not it's used in any maps o ...
In the Gameplay Tag List, if the user adds a string of tags, then adds one on top of it, attempting to delete the previous end subtag will produce a toast saying the tags were deleted. However, the ...
Material Parameters aren't unique if the Material Functions has been duplicated, When the parameters are enabled in a Material Instance, one will be disabled on Material Instance close. This is a r ...
Animation Sequences with negative Rate Scales do not play outside of using them in Animation Blueprints...unless they are looping. UPDATE: A negative rate scale value also breaks Anim Montages. ht ...