Typo of lighting exists in the Top Down Template map. ...
At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...
FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
The distance field materials do not work on a High Poly mesh. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...
At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Ma ...
Also, reported here: https://udn.unrealengine.com/questions/497277/stale-perceptualdata-in-aiperceptioncomponent.html ...
Final bits of logging show:D/UE4 : [2019.03.18-16.36.59:236][ 0]LogInit: Display: Starting Game. D/UE4 : [2019.03.18-16.36.59:236][ 0]LogNet: Browse: /Game/FirstPersonCPP/Maps/FirstPerson ...
Adding map elements to a structure does not retain the information after saving and closing the project. This only appears to happen after you add a considerable number of Map containers inside a st ...
Setting up New Relative Rotation with some Static Mesh Actors in the Level Blueprint will have strange results if -90 is used in the Y Relative Rotation. Changing off of -90 will result in normal be ...
Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Edit ...