If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...
PerInstanceSMCustomData is bulk serialized and doesn't get changed on the BP instance when changing NumCustomDataFloats, possibly causing out of bounds array access leading to a crash. Possible sol ...
If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...
[JoshA] This is a bug in the Metal renderer. Basing on the screenshots in the Comments, it looks like some sort of precision issue in Metal shaders? Landscape materials incorrectly render when depl ...
If the input pin of a GetScreenSpacePosition node is right clicked and then the user presses "split struct pin", the pin will disappear. Workaround: Press refresh node in RMB context menu. ...
Parameter names do not update on custom functions that are already called in event graph after compiling blueprint. ...
If a blueprint has "Simulate Physics" active on a component, it will not render when running standalone game. ...
If a "Destroy Component" has a target of self within a blueprint component, the "Destroy Component" node will not trigger. ...
Media asset fails to play in packaged game. There was a bug entered [Link Removed] which is similar, but dealt with standalone play mode as well. The standalone issue seems to have been fixed since ...