When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
A child scene component does not appear to rotate in the viewport but will appear rotated in the Blueprint Editor. ...
The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4465720), 4.22 (CL - 44654877) ...
When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...
When the 'Show Friendly Variable Names' option is set to false in Editor preferences, attempting to create (once you press 'Enter' to accept the new Blueprint name) or open a Blueprint causes the ed ...
There is this new variable. bDisableExposure which is set true when Feature level isn't SM5. Exposure bias should be supported on other platforms too. PR: https://github.com/EpicGames/UnrealEngine/ ...
Actors can be copy-pasted from hidden layers, which carries with it bHiddenEdLayer state. "It looks like this could be prevented in UUnrealEdEngine::edactPasteSelected, by setting bHiddenEdLayer ...
In an Actor blueprint, creating a custom event with an input parameter and renaming said parameter to "NEWPARAM" will not rename the parameter. Note: Renaming the parameter to another name, and t ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...