A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...
When overriding a BlueprintNativeFunction in a child class, if the inheritance is multiple levels deep, the override does not work correctly. As shown in the reproduction steps, this the example to ...
Overriding a BlueprintNativeEvent function with a const reference parameter in blueprints causes the project to fail to package if the blueprint is nativized. Note: This only occurs if the function ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
The Custom Depth Stencil Pass when enabled in the Editor will not show any information in the Buffer Visualization on a Mac ...
If you let objects move quick like teleport, you can see the transition is delayed one frame. This problem occurs even if r.Cache.SampleTransitionSpeed increase, and Both ILCQ_Point and ILCQ_Volume ...
After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
The Post Process setting "Screen Percentage" does not seem to work at all. After looking at the example provided in the documentation highlighting the Content Examples map with this feature, I was ...
Launching in mobile preview causes QA-Promotion to be very washed out. It is easy to see when viewing the destructible mesh against the horizon. Comparing to mobile preview in 4.14 this does appear ...