Blueprint inputs are added to nodes as metadata, with the key set to the pin name and the value set to the default for that pin. Since blueprint functions allow you to name your own input pins, this ...
Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...
Crash when duplicating an UMG Animation and not renaming the Duplicate Hitting Enter correctly warns the user you have an existing Animation by that name, and doesn't crash Reproduced in //UE4/Rel ...
Editor memory leak occurs when Actor's String Variable contains Characters(Char) close to/exceeding a million bytes ...
With forward shading enabled in 4.21 shading appears to be too hard on certain faces. This is working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4613538 and 4.22 CL# 4666322 ...
Trying to use UAT to build a plugin that has CanBeUsedWithUnrealHeaderTool set to true will fail due to a null reference exception (log from Main CL 4666322 attached). This happens because the plugi ...
When deleting a state in a state machine while the state is open in another tab the editor will crash ...
When using the Construction Script to remove instances with the Get Instances Overlapping Sphere function to get the references, the behavior of this functionality is different for ISM and HISM if a ...
Initial setup of PostProcessQuality in the Editor .ini files does not actual change the setting. The project must be opened once and then closed in order for the settings to take effect. ...
Attempting to package for iOS using Remote Build on Windows results in a failure if the project contains a plugin that uses "PublicAdditionalShadowFiles" in its Build.cs file. Log from the packaging ...