If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
Calling a child's child in a child blueprint from a spawn actor from class node that is being called back to the child causes an error. Basically, when using the spawn actor node referencing the chi ...
Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...
"Play" node in the Blueprint Editor does not restart the animation when it is triggered. Problem crops up when somebody wants to replay the animation assigned to the skeletal mesh more than once. ...
Any child class of UDataAsset (parent) will properly be picked up when the Asset Manager's Asset Base Class" field is set to the appropriate class. However a grandchild class (Child) with the same ...
When transitioning from AR map/pawn to Non-AR map/pawn the direction the phone is facing is applied to Non-AR pawn. Only occurring on Android/ARCore Also tested in Main CL #4229747 Tested with Pi ...
Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...
At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...
Niagara particles aren't rendered in the Niagara Editor Preview or the scene when an emitter is in it. Found in 4.24.1 CL#10756747 Reproduced in 4.25 Main CL#10808197 ...
When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...