Duplicating actor in level clears some default values. This may be related to changing values within a referenced blueprint. ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
When using the node Export Render Target it appears that the image produces does not display as expected and appears blank when used on Android ...
When Ribbon Data in a particles system that is following is scaled in an instance the ribbons scale appropriately, but they don't follow updated location of their source particles. See the attached ...
When replacing the Tonemap using a Post Process material, the Post Process Volume's Bloom Intensity can only be turned on or off, without varying degrees of effect. Reported in version 4.25.3(CL 1 ...
I have not entirely ruled out any issues with the imposter material in the repro, there's a chance this is related to the normal rotations, but turning off distancefields entirely does fix the issue ...
Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...
This appears to also occur on meshes that aren't set to Enable Nanite at all. [Image Removed] ...
Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...