An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...
There seems to be an issue with replicated attachments ending up causing cyclical setups resulting in crash on clients. It was reported for 5.2 but even after patching up code it seems to occur. ...
Input Action Events are not included in the list of overrideable functions in the My Blueprints tab. Reproduced in Actor Blueprints and Player Controller Blueprints. This is a regression: overridin ...
Not a regressionInfo Repaired painted vertex colors in 0.0s for 2 components in /Game/Maps/Leveldesign_Workflow. Resave map to fix. Warning Spent 0.0s repairing painted vertex colors due to stati ...
User is reporting that this is happening with some, but not all meshes. I didn't see anything out of the ordinary when looking at the asset in 3Ds Max, and the asset will import correctly into 4.10. ...
In 4.11 when making changes to node properties in an animation blueprint they will not always appear to update in child blueprint instances when restarting the editor. In the attached project the l ...
When exporting Foliage instances to FBX the FBX will not contain any of the foliage instances, but will include any other static or movable geometry. This is a regression. This worked in 4.11.2 but ...
DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
A user on the AnswerHub has reported that a number of his sounds have had their Attenuation Override settings reset, more specifically the 'Spatialize' setting. I ran a few tests and discovered tha ...