Sampling a Cascade Mesh Particle's scale always returns XYZ as 1.0 This is a regression from UE4/Release-4.24. This does NOT affect Niagara Mesh particles. I've attached a Cascade (left example ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...
Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
The widget component acts differently under different lighting types. For example it will cast a shadow if being lit by a directional light but won't otherwise. It also seems point lights affect t ...
Editor hangs if changes are made to the material which is currently assigned to a landscape while the landscape editor is open. Also spams "LogMaterial: 0.03 seconds spent updating 1 materials, 1 i ...
Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...