Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...
Struct value set through a component is reset to default when modified through the level instance. If it's not set through the component, it works fine. User Description: There is a bug in the eng ...
For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...
From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...
Physics Constraints have unexpected behavior when used on nested static mesh components. Simulating inside of the blueprint has a similar effect to what is expected but when the BP is added to the l ...
When using a project that has a blueprint in a level when the project is created, there is an issue that is occurring when you modify the compile settings and attempt to save the level There is an e ...
Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...