The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
In 5.1 through 5.3, Call-In-Editor functions within EditorUtilityActor Blueprints created via Create Advanced Assets/Editor Utilities/Editor Utility Blueprint are not callable in editor. Prior to 5 ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...
Collision between an instanced static mesh and a physics simulating actor (with "simulation generates hits events" enabled) results in the following warning: LogChaos: Warning: Collision handler en ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...
Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...
Override Sound Attenuation setting does not work, Sound will play at max volume regardless of distance between source and observer. ...