Values stored inside variables becomes corrupted after creating an FBufferArchive variable (FBufferVar), setting FBufferVar.ArForceByteSwapping = true; and then storing the original value in FBuffer ...
Edit MattK: This is probably not UMG related. There is a grid like distortion when using a render target 2d in UMG on the Samsung Galaxy S3 ...
Renaming an animNotify in the Animation Notifies window (Window>Animation Notifies) does not redirect existing event nodes to the new name. It also doesn't appear under the Right Click menu in the ...
This is a Rhino file. Shadows are not cast on the Static Mesh after materials are assigned in the Static Mesh Editor. This was reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4. ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...
Nanite geometry does not cast Distance Field Shadows outside of the clipmap range for Virtual Shadow Maps. Non-Nanite geometry does cast these shadows. ...
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 ...