Seems when an expression output is swizzled (Typically via component mask) we lose the ability to track if the value is constant. This causes the IsPropertyUsed check to fail, potentially falsely ac ...
Skeletal meshes do not simulate physics when playing in viewport. They are not affected by gravity, nor do they ragdoll. This doesn't occur in UE4/Main. This occurs with Immediate Mode Physics of ...
The following error appears multiple times when compiling the editor on Mac:Undefined symbols for architecture x86_64: "NvClothDestroyFactory(nv::cloth::Factory*)", referenced from: FC ...
Crash occurs launching the editor on Mac. ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
InterpToMovement node has access to velocity parameters that are set to Hidden in code. When used, all values equal zero. ...
A crash is occurring if you collapse a node and name the collapsed graph something that contains a period. The crash occurs if you copy and paste the collapse graph, and then attempt to rename it. I ...
The car is flipping over the last hill on the TM-VehSpeedTests map ...
Blueprint Diff doesn't find the difference in changed Child Actor Components in duplicated Child Actors. This seems to be contained to Child Actor Components that are inherited by a Child Actor Clas ...
When Real-Time Thumbnails are enabled in the content browser and you have many blueprints with static meshes (or anything that is rendered in the blueprint's viewport), the real-time tooltips cause ...