Clearing the value of a native component's instanced property does not update placed blueprint instances of the property Regression: No - same behavior occurs in 4.14.3 (CL 3429277) ...
When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
When multiple components in an attachment hierarchy are copy and paste, the result is the new group has a distorted shape from the original. This issue may be related to [Link Removed] and is affec ...
A collapsed component hierarchy expands when placing a component in Widget Hierarchy panel. This issue seems similar in nature to [Link Removed], but the test case for this issue id different, and f ...
Get Instances Overlap returns overlap outside of the collision bounds. This effects the Instanced Overlapping Box and Sphere. It is also reproducible with engine assets replacing the Fencing mesh. ...
Crash when setting a named slot widget's name to be the same as another named slot widget ...
Setting a plugin module's type to "Editor" causes syntax highlighting in XCode to break for .cpp files in that module. Setting the type back to Runtime fixes the behavior ...
After adding a class based on "Hierarchical Instanced Static Mesh Component", any attempt to hot reload, from Visual Studio or within the editor, causes the editor to crash. Regression: No - crash ...
GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...