When spawning Pawns with a StaticMeshComponent with SimulatePhyscis=True, they occasionally may not simulate physics. This can be reproduced by simply repeating the respawn. The frequency of reprodu ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Retainer Box does not propagate Visibility settings to children. Setting Canvas visibility to 'Not Hit-Testable (Self & All Childre ...
A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...
Looking at each value of the texture, it seems that the import of the R value is incorrect. PNG:[Link Removed] TGA:[Link Removed] ...
This is caused by use of MakeMemoryView on arrays of structures in PoseSearchFeatureChannels.cpp. Need a proper serialization path for hash key gen here. ...
In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...
The selection of individual instances of a foliage HISM is broken, so that the instance is correctly outlined but the gizmo is placed over a different instance. If we delete the selected instance it ...
The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...