Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...
When creating a new Material property for an actor in a variant set, you can change the value of it, but it resets to the default material of the mesh as soon as you move on to another actor in the ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
Using the Fill Data Table form CSV File node causes a crash when in a packaged project. ...
Issue was traced to CL4018267. Shader hashes are not preserved during cooking anymore. This is failing the check in void FShader::Register() { FShaderId ShaderId = GetId(); check(ShaderId.Materi ...
Changing the variable type of an Event Dispatcher in the Blueprint editor results in an impossible to compile situation. The BP must be then recreated due to being unable to remove the unattached ev ...
Naming a parameter "none" will cause crash on compile. Asset may not be able to be reopened. Also confirmed in Main CL 4309299 ...
In 4.20 custom code material nodes no longer output their errors to the stats window. ...
If a struct has a property with the EditCondition meta after a Boolean property that is set to the Boolean property, this Boolean property will be changed inadvertently when a Set node is used for ...