Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...
The following fatal error occurs:[2019.07.19-19.41.13:425][975]LogWindows: Error: Fatal error: [File:E:/Workspaces/Main/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836] [2 ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
Pin wires do not connect correctly after collapse to function and duplication. Any node can cause this issue, I used an INT variable because it was quick to test with. Regression: This issue affect ...
Effects Quality settings within the device profiles, or even set in the .ini file seem to be ignored. Even when you're calling sg.effectsquality in the console command, it's ignored. The only way I ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...
1) Using the Meta specifier EditCondition will gray out the property box so that it cannot be clicked, but using tab from another property box will place the cursor inside the grayed out box. 2) V ...