Some users are finding the result of an interp speed of 0 for the FinterpTo node to be unexpected. The reasoning expressed is that if the speed is equal to 0 that there should be no change. This would ...
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 regression, the crash seem to have been introduced by CL 40129784 on ue5-main and persists in latest. Function UDataTable::RemoveRow(FName RowName) uses macro DATATABLE_CHANGE_SCOPE_SINGL ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
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 ...