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. ...
Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...
Game crashes in shipping build when un-pluging the Oculus HMD, then plugging it back in. Confirmed in 4.13.2 from the launcher, did not repro via same steps in 4.14 preview 3 ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...
Attempting to get the Relative Location of a component that once simulated physics, but has been dynamically set at runtime to not simulate physics returns the World Location instead until the actor ...
Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...
When using OIT, AlphaComposite Materials blend as if they are using the Translucent BlendMode. The order of macro #if … #elif cases cause AlphaComposite Materials to take the same route as Transluce ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...