When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
This is a regression. Separate Translucency causes crash with iOS and Android Vulkan preview. ...
Spring Arm rotation only prints Yaw after 4.17 conversion. In 4.16 it would print the Yaw, Pitch, and Rotation as expected. The spring arm by itself prints the rotation correctly but once a camera ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
As part of the Python and Editor Scripting Tools, it is possible to programmatically set variables in actor instances of the current level just like when using the Details Panel in the Level Editor. ...