Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...
This only occurs in standalone or a packaged game Having a Play Media Player node in a blueprint causes all of that blueprint's functions to become uncallable. Found in 4.11 Preview 5. Reproduced ...
There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...
Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...
When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...
When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...
Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...