Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Created Static Mesh Actor's Simplified Collision boxes do not mirror Collision Orientation when mirrored in the World/Editor. ...
When applying a Landscape Layer Blend of textures to the Material Base Color, the preview does not update or shows black instead of how the material is supposed to look. When you disconnect the lay ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...
Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...
Worked: P4 Main 4.7 CL:2375748 P4 Releases 4.6 CL:2369413 (Gold) Broken: Portal Binary 4.5.0 CL:2326478 After creating a matinee with event(s) in it, creating a Matinee Controller only shows the " ...
In Sequencer, adding a Material Parameter track sets Parameter to Master Material defaults ...
Character animations are not played in sequence created from Recording First Person Template Follow-up to [Link Removed] ...
When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...