We should ideally hide the setting, but at the very least we can make it a warning if you check it indicating it's not gonna do anything. [Link Removed] ...
"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...
When using the Trigger Route node, if Value 0 is a non-zero value and Value 1 is a zero value, the output "pops" on set. [Link Removed] ...
Editor crashes when an Animation Blueprint Template is compiled with 'Layered Blend Per Bone' node. ...
It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to somethin ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
Setting Key Interpolation for a point on a curve to Auto behaves differently than it did in UE4. The results are more akin to the User Interpolation with flat tangents. ...
Saving a Slate Vector Art asset causes a crash. ...
The same issue occurs with "Not Equals" operators on this pin type. Workaround: Add "softclass" to the TypePromotionPinDenyList in the blueprint editor preferences. ...
The Max Channels (voices) setting displays in the output log as 0 on new projects. Likely a result of [Link Removed]. Issue is in display only (there are 32 voices), but should ideally report the de ...