Forgetting to add the "virtual" in engine code implementations of these _Implementation functions makes them not overridable by users. UHT should catch this and emit a warning/error. For instance t ...
Light baking of a ton of static meshes causes Swarm to crash due to "Index was our of range". I confirmed that it can be reproduced with the sample project they sent us/ The error log I got is... ...
Using Enter to accept the description of a blueprint function causes the cursor to return to a new line instead of accepting the current input. Regression: Yes - Pressing enter in 4.12 would accept ...
Material Instance parameters (that derive from parents using material functions) can have their data shifted or not saved. ...
In 5.1.1, the depth calculation is not functioning properly on mobile ES 3.1 preview, resulting in reflections occurring in areas where they should not. When checking with RenderDoc in ES 3.1 Previ ...
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 ...