Copying a blueprint instance that has an array does not copy any elements added to that array directly on the instance and only copies the blueprint's default array elements This worked in 4.13 and ...
Because both FWorldAsyncTraceState's CurrentFrame and FTraceHandle are default initialized to 0, on the first frame, if a new Asnc Trace starts all default FTraceHandles will reference the same (now ...
Users reported seeing the line "LogUObjectGlobals:Warning: Failed to find object 'Class None.'" in the Output log after creating a project. I was able to confirm in a new blank code project without ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...
Materials on deleted children are applied to the camera when inside of an actor blueprint. This issue does not appear to be a regression. Versions Tested: Issue occurs in all versions Tested 4.16.3 ...
On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...
Adding a reroute node in the material editor between a texture object and a material function breaks the link and the texture object is no longer applied. Adding a reroute node into a spline that d ...
There is an issue with flickering with foliage that occurs when setting the world origin point. This issue does not appear to be a regression. Versions Tested: Issue occurs in all versions tested 4 ...
Changes made to the Preview Scene Settings in the Material Editor are not saved. The preview scene will default to grey background instead of EpicQuadPanorama_CC+EV1 because "Show Environment" is al ...