When using UV scrolling for a flipbook-like animation in Animation Sequence, creating keys with "Constant Tangent" settings on Curve Editor does not result in an instantaneous change to the specifie ...
The Line Attractor node seems to render differently (have different strengths) between Cascade Viewport, Editor Level Viewport, PIE and Standalone/Launched Game In trying to capture movies for this ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
After a viewport is more than 4096 pixels wide, Lumen's specular reflections buffer cuts its width off at 4096 pixels. It appears that the affected buffer is "Lumen.Reflections.ResolvedSpecularIndi ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...
A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...
The problem occurs when a material gets added to a group inside sketchup directly instead of individual faces before grouping. The materials that are just colors are doing the same thing. This was ...
Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...