If you disable "Support PointLight WholeSceneShadows" spotlights stop casting shadows. This is working as expected in 4.20 CL# 4369336. Found in 4.21 CL# 4753647 and 4.22 CL# 4809892 This is a reg ...
Not 100% clear if this is a bug or expected behaviour, but raising it as it needs looking it. Can't see it as fixed elsewhere. Confirmed broken in 4.24 too. ...
Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...
When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...
Followings are nodes in the repro project. [Image Removed] Here's a generated code of the BPvoid ANewBlueprint_C__pf1010915279::bpf__NewFunction_0__pf() { uint8 bpfv__CallFunc_GetInt_NewParam ...
When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...
Crash on build in editor with UProceduralMeshComponent 4.8 p2 ...
This is only happening in the Editor Preferences/Project Settings. Hitting the Collapse All option removes everything and leaves the window blank where all of the settings were. Expand all brings th ...
SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...