Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
Nanite geometry does not cast Distance Field Shadows outside of the clipmap range for Virtual Shadow Maps. Non-Nanite geometry does cast these shadows. ...
After adjusting viewport shortcuts in Editor Preferences, the Persona viewport seems only partially responsive to the changes. It's as if the viewport shortcuts are hardcoded for Persona. Example ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
Arrays chosen through a Select node cannot be altered. Note - This is also reproducible using any of these nodes instead of using 'Add':Add UniqueSet Array ElemInsert ...
Calling a child's child in a child blueprint from a spawn actor from class node that is being called back to the child causes an error. Basically, when using the spawn actor node referencing the chi ...
Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...
Texture cube references appear to stay in memory after they have been added to a blueprint. They continue to take up memory even after the variable reference has been deleted. ...
Including "TargetPlatform" as a private dependency of a code project created using the binary version of the Engine prevents the Editor from being able to package the project for Win64. Removing the ...
When transitioning from AR map/pawn to Non-AR map/pawn the direction the phone is facing is applied to Non-AR pawn. Only occurring on Android/ARCore Also tested in Main CL #4229747 Tested with Pi ...