The way in which component (and actor) events are named can result in bindings in a parent for a different event overriding the binding in a parent. ...
A Salesforce ticket reports that entering the above code into a custom node in a Material Function causes a crash. I was able to repro his crash reliably. This is a regression. Working as expected ...
There's a bug in the anim bp compiler which results in split pins on animation nodes not being merged properly back onto their parent pin during compilation. The result of this is that any input to ...
Changing the scale of an actor with the level editor gizmo follows a very different codepath than changing it via the details panel. A side effect of this seems to be that line traces will no longer ...
Note: I also tried with different variables names and property redirects. It's also hits and misses. I tried with a bool and an integer. Only the integer will convert but not for all instances.. ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Packaged game without IOStore never hits this error. ...
Tagged bindings aren't deleted when their object binding is deleted in the sequence. ...
When reimporting a Skeletal Mesh that has LODs generated via the reduction tool, the editor will crash if the Skeletal Mesh Simplifier plugin is disabled. This issue was originally reported on th ...