Custom Nodes plugged into World Displacement are yielding:Error [SM5] error X3017: 'CustomExpression1': cannot implicitly convert from 'struct FMaterialTessellationParameters' to 'struct FMaterialP ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
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. ...
A user has reported that the Chinese localization of some editor elements are not correct. They mentioned that there are some words that are used that may be an appropriate replacement in some situa ...
See linked UDN for more info. This looks to be because of how OnRep_Timeline handles any changes to the component's FTimeline struct. If the timeline isn't playing, OnRep_Timeline will call SetPlayb ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...
It looks like this is some fallout from CL 19405683. If we change a variable from vector to transform, it'll pass this check:if(Tag.StructName == NAME_Transform) { Struct->SerializeTaggedProp ...
Mousing over an array input inside a Blueprint function can lead to a crash. For this to occur, the first parameter of the function must be a User Defined Struct. ...
Right clicking on a struct node inside a blueprint and selecting the "Find References" option will cause the editor to crash Crash Reporter: [Link Removed] ...