Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
It appears that MRQ does not actually add the pass that updates the Water Info Texture in the WaterZone actor. If the Skylight is set to "SLS Captured Scene" and does not capture every frame, then t ...