When changing the key interpolation of a material curve in an animation to constant it appears to break the updating of the material after the changes are applied. Until the changes are applied it a ...
The SceneTexture:WorldNormal is not taking in direction for color when used on deferred decals. As a result, the decals using this node always show up as grey. Tested in 4.21.2 (CL - 4753647), 4. ...
Packaging a project having a skeletal mesh with a niagara system attached to it in the scene causes the build to crash when running the executable. I have attached the log and dmp files relevant t ...
This issue doesn't occur at 4.21. It seems in 4.22 only. Bone is broken in the second SetAnimInstanceClass. It seems CurrentReadComponentTransforms doesn't update. [Workaround] ・Wait using timer ...
Attempting to bind a custom event to a server-only delegate property currently fails to validate after compiling a Blueprint. ...
The Editor will crash when attempting to delete a variable from a Blueprint struct. This crash does not seem to happen if save the map with the actor in it. ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
Having an Animation Blueprint open when rendering a movie using "Render CustomDepth Pass" via Sequencer causes the Animation Blueprint Preview to be rendered rather than the cine camera actor set in ...
The Eye Adaptation material node only functions in Surface Material Domain. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5660361, and 4.23 CL# 6074473 ...
UNiagaraComponent does not override IsReadyForOwnerToAutoDestroy, so it always returns true. This gets checked every tick if an actor is set to auto destroy, so actors with Niagara Components do not ...