When using uncompressed Lightmaps in HTML5, the lighting is rendered incorrectly. Using (the default) compressed lightmaps, generates no error. Also reproduced in Main Promotable-CL-2487422 (Enscr ...
Blueprint compile failure when returning a Timer Handle from a function call when the Timer Handle node is not connected. Compile failure message: "ICE: The type of property %s doesn't match a term ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
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 ...