When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
The editor crashes when moving a child actor component in the blueprint viewport. This has not been reproduced in a clean project, and only seems to be occurring in the user project where they have ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
Subclass disappears from class variable drop-down upon reopening the project. There is a workaround for the issue but it is strange in nature. Opening the level blueprint and adding the node in scre ...
Construction script not updating HISM array count, even when new elements are adding inside of the level. Regression: Issue occurs in 4.15.1 of the binary build Using the same repro steps provid ...
The values printed from the nand boolean node display incorrect values for the specific set-ups with 3 inputs that are in the repro steps. The node works as intended with 2 inputs, and with some of ...
When multiple instances of a Blueprint in a level are selected, any component added to that Blueprint's parent class in code will appear in the Details panel with the words "Multiple Values" and a R ...
If you change focus to the Blueprint Editor (Alt+tab) while a Microsoft IME keyboard is active, the editor will freeze for a short time. The duration of the freeze is dependent on the number of blue ...
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. ...
The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...