User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...
UHT does not correctly create generated code for BlueprintNativeEvent UFUNCTIONs in an interface that return const values. In the corresponding .gen.cpp file, the generated code does not include the ...
Note: This does not occur when the nativization mode is set to "Inclusive" in the Project settings. Current workaround: Ensure that the ChildActor class is NOT a data-only Blueprint, by adding scri ...
This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly. This ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...
when trying to replace a Material Function instance, with another instance, as the base color of a material within the Material Graph, the editor crashes with the following error:Assertion failed: ...