Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...
From the UDN case #00649142: My team noticed a bug where sometimes when using "Undo" (Ctrl+Z usually) the BP they are working on disappears in the level. We were able to find a 100% repro case when ...
Looks like there may be a missed edge cases when welding Skeletal Meshes. If the Weld Parent has Simulate Physics enabled after welding, the parent continuously tries to depenetrate from the child ...
Struct value set through a component is reset to default when modified through the level instance. If it's not set through the component, it works fine. User Description: There is a bug in the eng ...
This is currently among the top 10 crashes coming out of the 4.17.2 hotfix, affecting a few unique users, and this specific callstack does not appear to have occurred in 4.17.1. This may be a regres ...
For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...
The BlueprintFileUtilsBPLibrary API is not accessible through python scripts run in the editor. Attempting to run a script utilizing BplueprintFileUtilsBPLibrary results in:LogPython: Error: Traceb ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...