Attempting to edit the properties of a component on an instance of a Blueprint class that initializes its RootComponent in its Constructor and is attached to another actor in the level results in od ...
Black flickering on Mesh particles when set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's World Position Offset ...
User is attempting to find a blueprint member variable's default value in their implementation of UK2Node::NotifyPinConnectionListChanged(). but the expected value in FBPVariableDescription is empty ...
UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
The same animation FBX file generated from Maya will import correctly into UE4.9 but incorrectly into UE4.10. Moreover, if you generate an FBX from the animation that was successfully imported from ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...
Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...
With a Render Target From Scene Capture 2D setup in a level , the motion blur settings from a global post process volume is overridden. Was investigating Scene Captures picking up Motion Blur when ...