When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...
Using both an Atmospheric and Exponential Height Fog will cause an issue rendering Translucency-based Materials. (See Screenshots below) IMPACT: Cannot use both Atmospheric Fog ...
When using a capsule component for the character with CCD enabled there can be a force that pulls or pushes simulated meshes that are never touched by the capsule. Demonstration video attached. As ...
Custom Nodes plugged into World Displacement are yielding:Error [SM5] error X3017: 'CustomExpression1': cannot implicitly convert from 'struct FMaterialTessellationParameters' to 'struct FMaterialP ...
When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints. ...
Physic Constraint movement is quadratic where previously it was spherical. ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...