The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP, ObjectB_ReferencesA, which reconstru ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...
After adding a classed based on ProceduralMeshComponent the code for the project does not compile any longer. **This is a Regression - Adding ProceduralMeshComponent class would compile successfull ...
Multiple scrollbars throughout the editor bounce back when the user scrolls with the mouse wheel. The effect looks like the scrollbar is rubber banding when scrolled. This issue has been found wi ...
A crash occurs when playing a Sound Cue with Random node used in conjunction with a Branch node. In the original report the user specifically mentions the crash does not occur if you have not opene ...
User created widgets from widgets that are normally not focusable appear to break navigation when added to another widget even when focusable set to true Example: A widget with only a text block in ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...
In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...