Subtracting .2 from a float seems to produce a float error, registering incorrect values during if checks. ...
Whenever defer spawning is used from the GameplayStatics library it is supposed change it's transform properties based on what is passed in as a parameter. Despite this, it seems the newly created a ...
When the player at index 0 sets its user focus it will cause other players to lose input. This does not occur when setting the user focus of players with an index higher than 0. ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...
The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...
The Real Time Preview of Converted Vector Parameters from the Material Editor are not currently previewing in the level viewport without re-compiling the material. ...
A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...