Parameter names do not update on custom functions that are already called in event graph after compiling blueprint. ...
UCanvasPanelSlot::PostEditChangeChainProperty not only does not call its Super function unless the anchor node has been set, but it calls Super:: PostEditChangeProperty instead PostEditChainProperty ...
The client when connecting to a multiplayer shoot out match does not appear to have any lighting when using New Editor window ...
Adding a reroute node in the material editor between a texture object and a material function breaks the link and the texture object is no longer applied. Adding a reroute node into a spline that d ...
If using a Stationary directional lighting with object that have disabled dynamic shadow casting will lose their statically cast shadows when the dynamic lighting is in range. See attached image a ...
A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...
When using a code created function call inside of a blueprint that takes in a pointer to a UBlueprint as a paramter the pin for setting the desired blueprint will cause a compile error when the edit ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
You cannot PIE if you attempt to adjust the Intensity of a Light via the slider in a BP that is placed in the Level already. In addition the color slider does not stay open when editing values for ...
If you place a text block into UMG and then click on bind for the text in that text block (in the details panel) it will make a function. If you rename said function and then click the designer tab ...