When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
Custom functions can call Set Timer nodes. There are no other time related functions that can be called through custom functions. Calling a timer through custom functions seems to lead to editor cra ...
Looks like maybe the PropertyView stuff doesn't like it when the subobject name matches the parent's object property name? In this case the CDO is the object that will be selected to the PropertyVie ...
If a user creates an array to store references to a certain type of component, the existing components will not be available to be selected when they are setting the default values of the elements. ...
The attached project will crash whenever attempting to load the default map which is parented to a custom level script made by the user. Note: This issue doesn't occur for all maps in the project. ...
Blueprint Diff doesn't find the difference in changed Child Actor Components in duplicated Child Actors. This seems to be contained to Child Actor Components that are inherited by a Child Actor Clas ...
The texture property node returns incorrect values for texture objects that have a render target as its input. The correct value will be returned if a normal texture is used for the input instead. ...