Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
Reimporting a skeletal mesh by dragging FBX to content browser crashes the editor. I suspect something is wrong with the FBX. The user reported that the data is from Blender. FBX file attached for ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
When playing in editor with splitscreen multiplayer enabled, player 2 is unable to hear sounds within his client window. This is tied to splitscreen and does not behave this way when two unique edi ...
Point and Spot Lights no longer work when using the Orthographic Camera Projection Mode. Note that the Directional Light still works as intended. This is a regression from behavior that worked in ...
A licensee noticed that the ShouldCache types for FLandscapeMaterialResource changed in the 4.18.2 but this did not affect the DDC keys generated. This caused an endless compilation loop where the s ...
The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4465720), 4.22 (CL - 44654877) ...
Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning: D3D11 WARNING: ID3D11DeviceContext ...