Map entries are removed on Blueprint compile when using struct as key. ...
This seems to be because the OrbitZoom of ThumbnailInfo is rewritten by ResetCamera () when the viewport is opened. Is this correct processing? ...
This issue occurs when the section and material slot order do not match In this sample project:[Link Removed] According to a report from the licensee, the order of Sections seems incorrect.[Link R ...
The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...
Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...
The underlying reason seems to be that the stationary lights require SM channels for casting shadows from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...
When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...
FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...
Actors should check if they have any pending latent actions before automatically destroying themselves. ...
Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...