When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...
This seems to occur due to the order in which the component is registered and set to replicate in UActorComponent::OnCreatedFromReplication. The component is first registered with the world, which c ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
Occasionally material and material functions previews in the content browser are displayed with the default material checkerboard, perhaps due to shaders not being compiled. UDN users are also expe ...
Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...
This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...