When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...
This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
Crumbling Geometry collection do not render for one frame when child clusters crumble. In the repro project a 4 particle GC is told to crumble. The single GeometryCollectionActor is then split into ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Fatal Error when setting S RGB to true on a Texture 2D from a Render Target Create Static Texture Editor Only node. ...
Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
The issue appears to be the type of the input pin on the custom event(or function - both behave the same), under normal circumstances it should allow you to pick the enum from a list on the calling ...