Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
If any skeletal meshes are not displayed, it stops increasing. Allocation count of uniform buffer is stable. added on February 26 Followings are an additional information from licensee. FD3D12 ...
When using the Replace With option and then undoing it, upon engine restart the Widget Blueprint's UI components are all removed from the Widget Blueprint. It seems the undo is crucial to the issue, ...
Occurs 5/5 times. Details panel in Animation Montage goes blank when fields (Start Time, End Time, Play Rate, Loop count) are clicked in to update data. This defect also occurs when clicking in th ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...
When using the multi-user editing tool inside a 4.24 project, persisting changes will sometimes result in a crash. Unable to reproduce the issue. However, the user has reported occasionally re ...
Per conversation between Gareth and Mike, it was determined the Landscape tool is in Game Mode by default. Within the Landscape Tool, all UI elements are disabled by default. This has been observed ...
If the editor is launched and PIE is started with no controllers attached, attached two controllers with allow Player1 to receive input from the first controller but Player2 does not receive input f ...
In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...