When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...
When using the StringToBytes() function it returns one less byte due to the -1 at the end of the return. The function takes a string and converts it to bytes but it always returns one less byte than ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...
Duplicating blueprints that have 'cast to' nodes included in them display errors such as: "Could not find a function named 'AdjustShield' in 'worker_c'. Make sure 'worker_c' has been compiled for." ...
Under certain conditions, the material compiler appears to detect errors where there are none. I debugged the particular case of the RGBtoHSV material function with JonathanL, and we believe that th ...