The values printed from the nand boolean node display incorrect values for the specific set-ups with 3 inputs that are in the repro steps. The node works as intended with 2 inputs, and with some of ...
When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
By using the drag and drop import feature, users can import files that contain spaces in the name. This causes an error in the editor where files inside it cannot save because of the name. Renaming ...
When using a 3D Widget that is a button when you press and hold a button and move off of the widget and let go of the mouse the engine registers a second unhovered event. Engine Version tested 4.1 ...
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 ...
There is an issue occurring with the Material reroute node as it does not work with WorldAlignedTextures_Complex when plugging into inputs. This issue appears to be similar to [Link Removed]. This i ...
Videos of certain sizes no longer display in the Media Player, this also applies to when the media player is a texture or in a material. This issue appears to be a regression. Versions Tested 4.16. ...
We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...
It appears that FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode. Currently the only variable in the calculation is EvaluationRate which ...