Translucent materials are no longer showing light reflections in scene when using r.forwardlighting 1 with lights. This is a regression from functionality in 4.11.2. This no longer works with 4.12 ...
After making a change to an automation test function and triggering a hot reload, the changes are not reflected the next time the text is ran. ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...
Spawning an actor during TG_PrePhysics is added to TG_StartPhysics which leads to the editor locking up when multiple actors are spawned. ...
Code / blueprint script for game mode login functions executes before the game mode begin play function. ...
Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...
Adding a new code class to a code project, or generating code files, will reset any Include Directories set in the Project Properties in Visual Studio. ...
When using the Spawn Actor from Class node, the Spawn Transform Scale is being multiplied by the actor's original scale, instead of just setting the scale to the Spawn Transform's value. In 4.11.2, ...