Blueprint functions appear to correctly associate local variables when renaming the function. However when undoing a rename with ctrl-z the local variables appear to lose their association. Redoing ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
Given a simple LOD Group setup in MayaLT 2016 and exported with Default settings from LT as a 2014/15 FBX File, the FBX Fails to import. Given the same setup in Maya 2016 and Export Settings, the F ...
When using a source build of 4.12, the crash report client window does not open even if Crash Report Client is manually built alongside the editor. UPDATE: Only affecting Source builds from Github. ...
When you quickly dock a tab to the main window, you can sometimes end up with 2 identical tabs. This causes some weird behavior, such as every action being done in one window being replicated in the ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...
If a widget Blueprint is referenced in code, an error is displayed when the packaged game is launched stating that the widget could not be found (in 4.11 the widget still appears to be successfully ...
When attempting to compile Unreal Lightmass in the 4.11 source build, a compiler error pops up when using Visual Studio 2015 Update 2. Error Message: "d:\unrealengine-release\engine\source\program ...