If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...
The BP interface graph shouldn't be able to convert functions to events because they are inherently all function graphs. ...
When attempting to play random sounds using the 'Random' node within the audio editor, the 'Randomize Without Replacement' does not function as explained via the tooltip. The options says that if y ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
When a blueprint function library function has input variables, the input pin cannot be converted to a variable / local variable. Regression: No - same behavior occurs in 4.16.3 ...
Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry. The static mesh is not double-sided. User Description: It appears that in Unreal 4.16 one loses the ability ...
Private functions within a blueprint can be called from other blueprints. A warning does appear but the function is run despite this warning. ...
Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...
When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...