When a child blueprint is created from a child of another blueprint that has overridden a function of the original parent blueprint, the child of the child will have two copies of the function. ...
You can manually open up the graph settings for the function and check const there, but we should either auto-set const when the function is created, or imply const for all user added functions in a ...
When in a function in a Blueprint Function Library, dragging off a pin will not give the user the option to promote it to a local variable. You only have the option to make a global variable (which ...
Changing parameter names on a function that is in use in another blueprint breaks the pin connections without warning if the blueprint is not saved before restarting the editor. See the licensee's ...
When you remove an interface from a blueprint and choose to transfer the functions over to the blueprint the functions do not keep their inputs and outputs. Regression: YesWorks: 4.12.5 @ 3039270Br ...
After removing an interface from a blueprint, any interface functions in the blueprint can be transferred to a local function. However, after this occurs, the inputs and outputs are removed from the ...
Light sources which have the source length attribute set to a value greater than zero seem to be leaking light through occluding geometry (see the image below and repro project). Moving it away from ...
A crash occurs when Opening a level with a Particle System that contains a warmup time and a Light module with High Quality Lights checked. This crash seems very isolated and specific as it does no ...
With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...
A Movable Point Light placed in the center of a field of foliage meshes will render shadows only at certain heights and going above those heights will cause the shadows to completely disappear. [Im ...