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 ...
The post process within the project is causing the light to show up extremely bright on Note 5. This project has been tested on a Nexus 5, Samsung Galaxy S6, and Nexus 5X. Could not repro on: 6713 ...
Using "GetCurrentFrame" crashes app. "The crash is due to the default constructor of FAppleARKitFrame being called by the above mentioned blueprint function. That constructor fails to initialize fi ...
Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
Starting with 4.7 and when we changed the BSP blocks in Sample Content to Static Meshes, a significant minority of lower end PC users are getting soft crashes (freezes and rebooting required to cont ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...