When a user changes any properties (for calling PostEditChangeProperty ) in parent static mesh or restarting the editor, the modified mesh is applied correctly. how to reproduce: [Link Removed] ...
Workaround Seemed that closing and reopening the project resolves this issue This is NOT a regression as it happens in 4.15.2 ...
r.Shadow.FadeResolution and r.Shadow.RadiusThreshold values in DefaultScalability.ini are not being applied ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
This does not occur in 4.17.2 at CL 3658906 ...
After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...
Get and Set nodes for variables from a BP's parent class will not compile without a reference to Self. Without one, the BP fails to compile with the following error: "Error Variable node Get NewVa ...
The attached project will crash whenever attempting to load the default map which is parented to a custom level script made by the user. Note: This issue doesn't occur for all maps in the project. ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...