If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
Other components aren't ignored if 'Ignore Owning Actor' is enabled for a Radial Force component User Description: From 4.7 release notes; "New: Added 'Ignore Owning Actor' option to Radial Force ...
Selecting a text field that is displaying "Multiple Values" will rewrite all values for all selected entities to "Multiple Values". Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2 ...
If you use the Open level node in the newest promoted build, once the project is deployed to an Android device, when triggered with a UMG, the project will freeze and be unplayable. Issue does not ...
Calling a child's child in a child blueprint from a spawn actor from class node that is being called back to the child causes an error. Basically, when using the spawn actor node referencing the chi ...
Spawning a StaticMeshActor at runtime results in the StaticMeshActor not being visible until a property has been changed, such as the material for the Static Mesh. The spawned actor will also have n ...
"Play" node in the Blueprint Editor does not restart the animation when it is triggered. Problem crops up when somebody wants to replay the animation assigned to the skeletal mesh more than once. ...
Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...
Niagara particles aren't rendered in the Niagara Editor Preview or the scene when an emitter is in it. Found in 4.24.1 CL#10756747 Reproduced in 4.25 Main CL#10808197 ...
For comparison, this issue doesn't seem to occur when recreating the setup with Set Material Attributes/GetMaterialAttributes. It seems isolated to the Make/Break nodes. ...