If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When calling the Draw Debug String node outside of play, no text is visible in the viewport. This occurs with Editor Callable functions on placed blueprints as well as from Editor Utility Widgets. ...
The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...
When a property of a ChildActorComponent is modified in a child class, the parent ChildActorComponent class can also get modified. This happens when the Parent blueprint actor has a ChildActorCompo ...