When using a node that sets the input mode for the game, the input node will not take effect unless there is a player controller specified. However, the node does not give any warning of this. ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...
DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...
Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...
The math expression node in blueprints does not recognize variables that have been hidden within a blueprint category. ...
The correct behavior should be that NewFunction_0 is opened in a new tab if not already open, otherwise double-clicking the search result should navigate to the tab in which the graph is already ope ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
This is one of the widespread D3D Hung crashes that have existed since 4.14. This particular callstack has affected around 300 users. The issue has been successfully reproduced on a home PC. Dxdi ...