When the user clicks PIE the project functions as intended (the mummy rotates to follow the player). However, when the user plays in Standalone the mummy no longer rotates properly. ...
AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
Im not 100% sure this is a combination of settings that "should" work anyway, but need someone to have a look.Thin TranslucencyOutput velocities during base passForward Shading lighting modeProject ...
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 ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
The user who reported the issue has provided a video that also shows the issue: [Link Removed] ...
If the ISM component is not in a blueprint, but added directly inside the level, the CPD works. If the CPD value is set from a construction script through either the Default or Transient function, i ...
It has no problem in 4.18 ...
Macro functions with exec pins disconnected within the macro do not show logic flowing to macro during PIE ...