GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...
Lightmap density of imported fbxs will be offset when lighting is built. Working as expected in 4.19 CL# 4033788 Found in 4.20 CL# 4369336, 4.22 CL# 4433008 This is a regression ...
This issue occurs because post-BP compile reinstancing does not clear delegate bindings to other referenced Actor instances in the scene. Thus, the old BP actor instance remains in the referenced Ac ...
[Image Removed] [Image Removed] [Image Removed] if strip with -x option, it will fix this issue. ...
When cooking the DDC key for a material layers parameter set may become invalid which causes issues reading/writing to the global material shader map and can lead to a crash. See original UDN post f ...
The editor is very desaturated and bright when Frame Buffer Pixel Format is set to Float RGBA This does not occur when set to 8bit RGBA or 10bit RGB, 2bit Alpha ...
Blueprint components are able to be renamed to strings which are not valid object path names. If named improperly, MyComponent->GetPathName() will return an object path that will fail FPackageName:: ...
When attempting to create a destructible mesh from the Engine content folder, using the EditorSphere, or EditorCube Mesh will cause the editor to crash. However, other meshes from this folder such ...
Compile errors caused by an actor calling a function with something hooked up to a removed parameter can cause that actor to lose it's place in the hierarchy. Typically, the actor will be fixed once ...
None of the Set functions in the UWindDirectionalSourceComponent are able to be called from code. The functions can be called from Blueprint, but without the ENGINE_API macro, none of the functions ...