There's a crash in FCharacterList::GetKerning() when using the editor in Japanese that is apparently fixed in one of these three changelists: CL# 2370014, 2370050, and 2370040 But they were not ...
Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...
If the Project Settings window is sized to the point a scrollbar is needed to read the complete text for Collisions Settings, expanding "Preset" will result in the scrollbar not appearing initially, ...
Having a blueprint open during PIE causes a significant drop in performance. Having multiple blueprints open can almost render more complicated projects unplayable. The user has reported 120 fps wi ...
Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...
Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...
When creating a device profile that sets specific cvars for the ipad pro. They don't seem to be loaded or used in a launched game or in a packaged game. While testing in 4.10 if I changed the IOS d ...
Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...
The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...
Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...