The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
Cable components within Blueprints are not rendering out to the Custom Depth Stencil buffer. ...
To have a Particle System use an Emitter Delay Range that is chosen on each loop of the emitter, you must have under Duration, Duration Recalc Each Loop set to True. ...
When launching particles and skeletal meshes on certain devices, they create block noise pixels instead of a smooth flame for example. Regression: Yes Did not occur: Binary 4.12.5-3039270+++UE4+Rel ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
Attempting to pass a struct containing a variable of a type that is not compatible with blueprints into a blueprint function causes the editor to crash upon PIE. Found in 4.10.2 binary. Reproduced ...
We should support not having a source directory at all, unless the plugin needs to be linked against. Related to [Link Removed]. See also: https://forums.unrealengine.com/showthread.php?53710-Prebu ...