In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...
The issue is encountered when streaming a world partition an actor with an AChildActorComponent which generates 2 instances instead of one when run as a client in the editor. This behavior does not ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
When the SetMaterialAttributes Material Expression is used without an input to MaterialAttributes, it will cause Landscape Layer Blend expressions to fail to compile if it is the only layer on a par ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
Layer's preview weight does not have an affect on the Preview Material for Landscape Layer Blend nodes. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the preview window did g ...
Changes to the sort order do not revert the order of inputs on a node when undone. It will change if the node is refreshed or the graph is saved, however. ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...