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. ...
When editor windows are opened that contain a viewport of some sort, the framerate of the engine drops drastically. Examples include the Blueprint Editor, Material Editor, and Persona. The viewport ...
Overlapping Sequencer Tracks with -EnableHighDPI and UI Scaling ...
After expanding all of the import settings for skeletal mesh import window it will always appear with part of the window off screen as long as the settings stay expanded. ...
Nodes disappear when adding new pins if they are mostly off screen. This appears to happen most often with really tall nodes. ...
A crash occurs when reimporting a SpeedTree asset after clearing the material billboard element and setting it to the default world grid material. The licensee reporting the issue mentions to worka ...
Renaming struct member disconnects blueprint pins. This issue can disconnect all references to the struct, which can be frustrating if you have a lot of references No regression has been performed ...
Error message: Assertion failed: Pose.IsValidIndex(BoneIndex) [Link Removed] [Line: 528] Source Context: 513 const FTransform& ParentTransform = GetComponentSpaceTransform(ParentIndex); ...
The actor position node normally returns the position of the actor with with material applied in world space. As of 4.14 it will return the parent's position rather than the child actor's position t ...
Changing parameter names on a function that is in use in another blueprint breaks the pin connections without warning if the blueprint is not saved before restarting the editor. See the licensee's ...