Changing a blueprint node to a pure function while a breakpoint is set on the node will maintain the breakpoint. Additionally, the breakpoint cannot be toggled or removed until the node is turned ba ...
Calling functions that have an implicit WorldContextObject parameter (line trace, execute console command, etc) in a Blueprint function library will give a compile error about a missing __WorldConte ...
It was working until 4.25.4. It is easy to see if you turn on/off the Light Types Show Flags in SceneCaptureComponent2D. ...
If a user sets the light color with a node (Set Light Color) in blueprints, it will use the exact Hex code that is given. However, if the user uses the world outliner to set the light color of a lig ...
Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
Duplicating a group of overlapping stationary lights that produces the red 'X', and setting the copied group to 'Static' or 'Movable' will maintain the red 'X' on one of the light components. Note ...
The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...
On the Nvidia Shield (portable with the controller attached) if you have a dynamic directional light and at least one dynamic point light no lights will be rendered in the level. Or even just using ...
Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...