A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
An editable FComponentReference property on an actor instance can be used to reference another actor's component in the scene. In 4.27 and earlier versions these references were retained when the ot ...
When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...
[Link Removed] Original issue shared on UDN: [Link Removed] ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
When we server travel with seamless travel enabled, and a legacy camera shake with an anim sequence set is currently ongoing, we will get a crash due to the UMovieSceneEntitySystemLinker failing a c ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...