The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...
When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...
Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
The setting for Replication on a Blueprint variable resets to None of the Blueprint's parent BP is compiled. ...
When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...
Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...
If a level has UMG widgets, swapping to other levels (including the level you're already on) doesn't clear away the UMG widgets. ...
Planar Reflections seem to be inverted on mobile devices. The angles seem to be off too. ...
Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...