Draw Post Process Material to Render Target cannot use SceneTexture. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 CL# 7062535 ...
After animating a combo box's parent to move it from off screen into view it will cause the options in the drop down menu to be offset in standalone or New editor window. ...
At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...
If changes are made to the reduction settings of a skeletal mesh and then bones are removed via the "Bones to Remove" array. Then the reduction settings will disappear/get removed ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
Using following code in Python: seq.add_possessable(seq.add_spawnable_from_class(unreal.CineCameraActor).get_object_template().camera_component) doesn't create a camera component track in sequen ...
A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
When Having a SkeletalMesh or Static Mesh, you can control Material Parameters directly. Something like that is missing for Post Process Materials. Matinee had a generic Float or Vector Track.If Se ...
A sequence created in UMG appears to skip/ignore the first frame. If an event is set to fire off on the first frame of the sequence it will not fire. ...
After changing a rich text block to use a different style (from a data table) it will ignore the material applied to the the default text style and it will use the color instead. ...