Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...
To have a Particle System use an Emitter Delay Range that is chosen on each loop of the emitter, you must have under Duration, Duration Recalc Each Loop set to True. ...
Duplicating a Timeline from the MyBlueprint tab (instead of duplicating it in the Graph) creates a Timeline variable with no actual Timeline to edit. It is only possible to Set or Get this variable. ...
A Blueprint marked Dirty will appear in the Windows Task Bar with an asterisk beside its name. Saving this Blueprint will remove the Dirty flag, but the Task Bar will continue to show the BP as Dirt ...
Greyscale image compression and sRGB settings are rendering different results in the Texture Editor versus the Material Editor and in game. Texture Editor (sRGB = True, Compression=Greyscale):[Link ...
A number of "stat commands" such as "stat memory" or "stat collision" are working when used but display the message "Command not recognized: stat memory" when entered. ...
The Color Picker is showing a difference in color space when toggling the sRGB setting, but the final resultant color is always the sRGB true color. ...
Get and Set nodes for variables from a BP's parent class will not compile without a reference to Self. Without one, the BP fails to compile with the following error: "Error Variable node Get NewVa ...