A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...
When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...
Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...
Renaming a folder using square brackets seems to work but renders meshes inside unusable in certain instances. ...
Each time the build is run, different assets are missing in the reflections. Found in 4.22 CL# 6574378 and 4.23 CL# 6925347 ...
Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...
Instead of reflecting an average color of the surrounding, reflections become black with increased roughness values. Found in 4.22 CL# 6574378 and 4.23 CL# 6925347 ...
This behavior seems to occur only for spawnable. The licensee wants the renaming behavior to be consistent. ...
Drag force allows for values greater than 1, which can cause the drag force to exceed the initial velocity, which will continue to compound until a NaN is reached or the particle's lifetime is up. ...