There is an issue occurring with the Material reroute node as it does not work with WorldAlignedTextures_Complex when plugging into inputs. This issue appears to be similar to [Link Removed]. This i ...
Typically users are unable to select a structs that reference each other but I was able to find a way around this by manipulating the Do Not Save functionality when closing the editor. Not a regres ...
THere is an issue with a Packaged game where a crash occurs when inclusive blueprints with an enum that exists in multiple blueprints. In the callstack, it appears that a blueprint is not found, ev ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...
Certain values for the PostProcessVolume do not revert back to original values after tracks are deleted from sequencer when in Allow Sequencer Edits Only mode ...
If there is a valid specified "Map Directory To" we should use it instead of overriding it with the source folder mount point. ...
Dialogue text appears behind screen space widgets ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
Using the HighRes Screenshot command in a shipping packaged build crashes the game. This issue does not display a callstack or the crash reporter, simply a message that says fatal error then closes ...