The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...
When the structure is used as a key for Map in Blueprint, Edit Conditions does not work properly. It will be updated when you move the focus to a different location(ex. a component) and click the v ...
Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...
LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...
Increasing the intensity of a Normal Texture on a colliding surface will cause the collision of GPU particles to behave strangely, looks to be falling through floor, when you are using a Constant Ac ...
Attaching a Skeletal Mesh by setting it's Parent Socket causes the mesh to be offset and rotated User Description: I still need to test using the BP you recommended. I tried again using the charac ...
If a struct has a variable of type Margin and a data table is created based on the struct, the Margin variable will not be editable while collapsed within the data table. ...
Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...
Even after assigning associated bones and mesh to the module, the emitter is spawning a number of sprites at the emitter origin. See Picture Attached This may be related to an earlier reported iss ...
The DefaultSceneRoot's tooltip claims, "Adding a new scene component will automatically replace it as the new root", but this is no longer true in 4.8 and 4.9. Instead, the DefaultSceneRoot remains ...