Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
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 ...
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. ...
Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...
Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...
When an object channel is deleted in Project Settings, any EObjectTypeQuery array becomes broken due to the array size shifting. Additionally: Enums can change when adding new Object Channels after ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...
Using Windows scaling above 100% now causes Screen Space 3D Widgets to be offset. (Pressing F11 for fullscreen or launching will cause widget to appear in correct location) ...
Joining a session on iOS using the Join Session node in Blueprints causes a crash on iOS. This is similar to [Link Removed] but was requested to be entered separately. This has not been reproduced ...