It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP). We can drag an instance of TestBP into the World. If we go back into the Parent ...
A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...
No user comments in crash group 1785 int BreakPoint = 0; 1786 1787 // Assert with detailed information if the shader wasn't found for rendering. 1788 // This is usua ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...
The messages emitted when CppCompileWarningSettings.NonInlinedGenCppWarningLevel is set to Warning\Error should contain the literal so the tools pick them up and react accordingly. From the EPS c ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...