When using the Make Material Attributes and landscape layer blends, if an Emissive input is being utilized on any one layer, the other layers must also utilize the emissive input in order for it to ...
Make/Break settings in structs always returning true with booleans. ...
The values returned by the OnAudioPlaybackPercent event node are incorrect when calling a sound to Play with a specific Start Time via blueprint when using the new Audio Engine i.e. AudioDeviceMod ...
When using the contain node for an array there is a delay is getting a proper warning to show under certain conditions. This issue occurs when a pin for the bottom is connected before the array is. ...
The color picker doesn't remember values pasted or entered into the Hex Linear or Hex SRGB field. ...
The option for snapping the play time to keys while scrubbing is overly aggressive. We'd expect the behavior to snap to the key within a certain tunable tolerance, similar to the option for snapping ...
When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
FString::CullArray is a static function, but the BP version is still taking a string instance to operate on (which it won't mutate as the function is static), and takes the array as an in/out argume ...
When a delegate is created in a component class, adding the component to a blueprint will show the delegate in the Event section of the Details panel when the component is selected. This allows an ...