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 ...
Setting r.ScreenPercentage.Editor does not affect the upsampling/downsampling of the viewport in the editor. Regression: YES - the console command correctly adjusted the screen precentage in 4.11.2 ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
I have a fix ready for this in cl: 17967661 ...
While in ES 3.1 - lighting on movable meshes from static directional light appears to be rotated 90 degrees. The direction of light on movable mesh, both static mesh and skeletal mesh, doesn't match ...
Add a light to a blueprint Move it away from the origin Right click on the component and duplicate it Notice that the new light is now a child of the previous light and that its transform is now in ...