Originally reported here: https://udn.unrealengine.com/questions/562047/linked-layer-animation-blueprint-proxy-missing-ske.html When linking an anim layer during update, we get either an ensure or ...
When rendering with forward rendering, the ComposeSeparateTranslucency call is called even when separate translucency is not enabled. Additionally, Downsample.HalfResolutionSceenColor gets called ev ...
When we use the FSkeletalMeshMerge utility, material slot names are lost on the resulting mesh. We should at least transfer the first slot name found for a given material. ...
When using 'showdebug abilitysystem' and switching debug target actor with Page Up and Page Down. It will not change to show the debug attributes info for the new target. The debug will still only s ...
The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...
When creating a blueprint class based on a C++ actor with a Niagara component, color curves will cause the editor to crash when compiling the blueprint. This will impact users creating their own cla ...
The Download Image BP node no longer works with links to local files with links such as "file:///C:/image.jpg" . This used to work, and confirmed working in 4.22, but is no longer the case. https:/ ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...
https://udn.unrealengine.com/questions/558782/view.html ...
Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...