[External Code] UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1515 C++ UnrealEditor-Engine.dll!FAsyncTaskBase::WaitCompletionWithTimeout( ...
GameplayAttribute-type function arguments in BP-callable functions(I.E a Blueprint event graph) or nodes have their value reset on BP compilation ...
This problem occurs when you do a lighting build. It does not occur when the reflection capture is done by itself. ...
Functionality is different between code and bp versions of the puzzle template ...
May be a duplicate of this bug, which was closed due to no repro:https://jira.ol.epicgames.net/browse/UE-10978 ...
See https://answers.unrealengine.com/questions/853450/417-lighting-build-fails.html ...
The return pin for the "Get Max Material ID" function is incorrectly named "Enabled" when the function returns the MaxID. See \Engine\Plugins\Runtime\GeometryScripting\Source\GeometryScriptingCore\ ...
I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...
Sequencer scripting will return the tick rate frame number for Get Playback Range instead of the display rate frame number. This differs from similar functions, and will result in unexpected results ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...