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 ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
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 ...
This is a trending Mac crash coming out of the 4.18 previews. Most of the project titles experiencing this crash mention "AR" It is the exact same callstack and crashgroup as [Link Removed], but th ...
Monitor Directories feature in the editor preferences does not auto import or re-import from network locations. There is no issue if the location of the folder is local. This issue does not appear t ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
When using a 'Set Timer by Function Name' node with a Function that has an Output parameter it will fail at executing the Function. If the Function is called with an Event BeginPlay node it will fu ...
When 'Run Dedicated Server' is unchecked and you run PIE with 2 or more clients, all client's animations are stuttering on Game Preview Server window. This does not happen when Run Dedicated Server ...
When a blueprint variable is not set to Instance Editable, its value gets reset at runtime. This seems to occur because the variable OriginalCannonTransform seems to get reset/nullified after being ...