Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
The math expression node in blueprints does not recognize variables that have been hidden within a blueprint category. ...
Components spawned at runtime do not take Radial Damage if simulating physics. ...
When a Directional Light is changed from static to movable, the materials in the level will appear dark. ...
I could not repro their issue in main. They supposedly recently upgraded to 4.5. I was wondering if you could divide an conquer, and figure out when we fixed this. **EDIT** Was able to repro in mai ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
When a class uses the EditInlineNew specifier, the resulting class has some errors when interacting with the editor. 1. Unable to assign existing blueprints based off the class to an array of that ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...