Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...
If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...
If a new editor plugin has a button added with OnClicked functionality, the editor will crash immediately when accessing the plugin. Removing the OnClicked portion of code allows the plugin to be a ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...
Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...
Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
This is a somewhat common crash that has occurred since at least the 4.16 release. User DescriptionsReimported a skeletal mesh from an FBX file.reimported static mesh Source Context 70 v ...
Replace selected actors with seems to remove the spawned actor without the sequence being aware that this happened. ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...