Note: I looked for a similar or related bug but could not find one. Sorry if it's here and buried. Subsurface Profile materials render differently in the Material Editor Preview pane than they do a ...
The mesh hit proxy (static and skeletal) store the section index as a material index. so the override material array need to be driven by the material index, not the section index. I will add the ma ...
If a HUD blueprint and a UMG blueprint share a material. The material will not show up in Standalone Note: Sample project is attached ...
Error message: Assertion failed: TrianglesMade==2 [Link Removed] [Line: 373] Source Context: 360 { 361 FTriangle NewTriangle(A->Vertices[1],A->Vertices[2], TestPt); 362 ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...
Changing the default value of a struct that is included as an array in another struct can prevent any Blueprints that use a DataTable made from the second struct from compiling. It appears to be a p ...
Get Oculus Identity nodes appears to always fail when retrieving Oculus Id/ Oculus Name ...
A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...
Attempting to use the Copy Reference option from an asset's right click menu on Linux will clear the clipboard of any current value, but does not copy the reference back to the clipboard. This make ...
The editor crashes when the Count parameter passed into the Mid function is < 0. There is an assertion check(Count >= 0); in FString Mid in UnrealString.h, but an error message would be expected ...