Niagara mesh particle normals do not match those of static mesh actors. ...
The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition. Normally this is sufficient, although if you blend between two states A and B such that you interrupt ...
REGRESSION No, occurs in 4.14.3 Ensure occurs if the user clicks on the floor mesh in the Animation Blueprint viewport. ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
Listen For Input Action firing erroneously. Confirmed in 4.26 MAIN @ CL 11536993 ...
We are attempting to use Mutable in 5.6.1 and have encountered an issue which we are not sure how to resolve. The issue occurs when using the ClipWithUVMask node. In short we have a customizable o ...
After opening the GPU Visualizer window, pressing the "X" to close the window causes the editor to crash. ...
This occurs because there exists a circular reference between the nativized parent BP and the non-nativized child BP asset (which is a data-only Blueprint in this case). Current suggested workaroun ...