Crash occurs when the user closes an animation blueprint after compiling it. This does not occur in Main. ...
Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...
Content only (blueprint) projects are able to compile for Linux from Windows using a binary engine from the Lanucher. When a plugin is added to an engine for use across multiple projects, including ...
Map variable of split struct only has access to key value. User expects for the entire 'Map variable' to be accessible just like when a 'Break Struct node' is used ...
Certain values, when changed in code, are not updated in a hot reload. For example, changing the Target Arm Length of a spring arm component will updated after hot reload, but changing the Scale do ...
Blueprint config variables in Game Instance classes do not appear to be set properly. This is unexpected behavior, as setting up a config variable in a native C++ Game Instance class works as expect ...
Tool tips will appear under the content of two nested menu anchors. This occurs because of the 'Should Defer Painting After Window Content' option, enabled by default. The second defer will cause co ...
Crash when placing a number >= 922337181697 in to a From Seconds node and print them to the screen ...
This was reported by support and verified in Main. This is blocking users from shipping Gear VR store projects going forward. ...
Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...