Materials using the WorldAlignedTextures_Complex node causes the static meshes they are applied to to not receive indirect lighting. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053642), 4.23 (CL ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...
Expose ULandscapeLayerInfoObject to blueprint as EditorApplySpline() blueprint function as an argument for this type. Some testing might be required to be sure it's not assumed somewhere in the code ...
Normals face up throughout the animation in Maya (2016) but do not remain faceup in Unreal. There is also a lighting artifact visible in the animation editor as well if it is brought into the editor ...
Giving the Blueprint Interface Function and the Widget Blueprint Variable the same name, then adding the Blueprint Interface to the Widget Blueprint, causes the editor to immediately crash when comp ...
Spot lights don't work at all with Cast Shadows disabled on the Magic Leap. Cast Shadows must but enabled even though they don't work. This can also be demonstrated in the Vulcan render preview in ...
Spawn Actor From Class is not accessible inside of a blueprint function library. It is expected that it would be accessible and would come with an exposed world context object pin. ...
Adjusting the Screen Percentage above or below 100% will break the Light Shaft bloom. Screen at 75% - [Image Removed] Screen at 125% - [Image Removed] Screen at 100% - [Image Removed] Also repro ...
I notice in 4.27 there's a change looks like where the issue is from " * Cubemaps generated from .hdr long-lat sources were being strongly blurred in cases when mipmaps were enabled. This happened ...
Blueprint cannot save when a function from a function library is present in the blueprint unless any alteration is made within the function library. Once editor is closed and re-opened the user must ...