Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...
Variables named PlayerCamera are being automatically replaced with references to PlayerCameraManager in Player Controller Blueprints. Occurs when you copy+paste a reference (both get and set) to Pl ...
When using a box or sphere reflection capture with a map that has level setup can result in the reflection capture losing any color values. The reflection will still show but now be block where when ...
When a child blueprint is created from a child of another blueprint that has overridden a function of the original parent blueprint, the child of the child will have two copies of the function. ...
Collision Responses will reset to previous setting after changing the Preset Collision Profile. After the change is made and "Accept" is pressed, the Collision Responses will still have the old ch ...
Reported by Square Enix on UDN, ...
When an actor is spawned with Spawn Parameters that are templated the engine crashes when closing a scene. This wasn't happening when there wasn't a physics constraint on the spawned blueprint. Thi ...
Setting the location of a node a the MetaSound Editor Subsystem to a very large value crashes the editor.Unhandled Exception: EXCEPTION_STACK_OVERFLOW Crash reporter link: [Link Removed] ...
When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...