Changing a blueprint node to a pure function while a breakpoint is set on the node will maintain the breakpoint. Additionally, the breakpoint cannot be toggled or removed until the node is turned ba ...
If the user uses a function from a function library while Nativize Blueprint Assest is check to true in the project setting then the project will fail to build when packaging. ...
Calling functions that have an implicit WorldContextObject parameter (line trace, execute console command, etc) in a Blueprint function library will give a compile error about a missing __WorldConte ...
REGRESSION: No, this occurs as far back as 4.20 After duplicating a blueprint interface function, the duplicate interface will have an error similar to this:LogBlueprint: Error: [Compiler NewInterf ...
Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the executio ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
The interpolator in each function call does correctly compile it's input to a temporary, but as there's only one actual expression node, each call stomps the temporary data so the final CompileInput ...
When using the Console Command for Stat SceneRendering the Counter section for "Lights in scene" is not accurately listing the number of lights. In a 4.10 project an empty new level is showing 16 ...
It was working until 4.25.4. It is easy to see if you turn on/off the Light Types Show Flags in SceneCaptureComponent2D. ...
Regression: Tested in UE5/Release-5.0, no crash occurs so this is a regression No crash occurs in 5.0, but the rect light's light does not change based on the Source Texture. Rect lights function a ...