Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...
If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...
When setting a material to Use Material Attributes and then feeding in a Refraction value with MakeMaterialAttributes, the refraction doesn't work properly Reported in 4.8, but I tested in Main as ...
A licensee has complained that if you assign a preview mesh to a Material Instance, it becomes a referenced asset, so migrating that MatInst will also migrate that mesh and whatever material is assi ...
Trigger class bp doesn't recognized custom Object Collision settings for overlap User Description: When I place a trigger box in the world it blocks the player. I have it setup up so that the pla ...
The Custom Depth Stencil Pass when enabled in the Editor will not show any information in the Buffer Visualization on a Mac ...
Running a Project in Debug Mode and attempting to open a Particle System using a DepthFade node in Material will crash the Editor with the message listed in Callstack ...
When changing the Torque Curve in a Wheeled Vehicle's Vehicle Movement Component, the values set don't affect the torque of the vehicle. ...
SelectActorsUsingThisAsset doesn't select actors that are referenced by an array and using a Scene component as root User Description: I have a BP with editable actor references array. Recently I ...