https://forums.unrealengine.com/development-discussion/rendering/1493948-emissive-for-static-lighting-glitch ...
The Instanced Subobject values for the Child_BP are same as what the Parent_BP subobject values are changed to before compile and saving both Blueprint Objects. Tested in 4.18.3 (CL-3832480), 4.19. ...
Creating a static mesh via the create static mesh button in a procedural mesh component creates a mesh that does not appear to save. If the editor is restarted the mesh asset is lost. ...
I think this issue was happen since 4.18 in which version Apex Destructible was move to Plugin ...
World Aligned Texture / Normal in Decals does not operate as expected, however when used as a surface material it will work just fine. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4154964, 4.21 CL ...
The number of calls to the Event Dispatcher increase each time the blueprint actor containing the reference is compiled. This issue was not present in 4.18.3 (CL-3832480) but is in 4.19.2 (CL-403378 ...
When using an instanced static mesh, it appears that the location can differ from that of a static mesh that is created in the same manner. ...
In the provided example. The player's position is set on tick. This causes the overlap for the collision sphere being used to determine if the hands of the player are overlapping a surface to repeat ...
Collision snaps to socket at an unexpected angle. See attached screenshot for breakdown on what is expected and unexpected. Description provided by user: the collider of the root bone is turned - ...
When renaming the Parent of a Child Blueprint it invalidates the hierarchy of the Child Blueprint and nests its components under the DefaultSceneRoot. This bug was reported in 4.19.2 (CL-4033788) a ...