When a user deleted a widget that has been added to another blueprint via the user created section. If this blueprint in referenced in another blueprint that reference will throw a REINST error and ...
A crash occurs if the following conditions are metSetting an image widget to a dynamic materialAdding the widget blueprint to the viewport from within a HUD blueprintChanging levels ...
Overlapping names are imported (with extra renaming), however they fail to attach the animation. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, and 4.24 CL# 8748719 ...
When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...
The licensee has reported that the naming of the IsEnabled node is not descriptive enough and can be easily confused with other IsEnabled functions or variables. The Licensee has requested that the ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Using the Auto Importing Feature in the engine, when you initially place or update multiple FBX files in the Content Directories, you cannot set values and use the Import All Button. You will have ...
When opening a new asset editor in the same window as matinee, the 'Add Key' button for animation tracks will no longer function. This is due to FSlateApplication::ActiveTopLevelWindow being reset a ...
When importing a LOD model, LOD material can get added as element 0, not preserving previous material assignment. It's not possible to re-order/delete the automatically added Element 0 WorldGridMat ...
Blueprint actor has an error in the event dispatcher node. The error states that the node is out of date and needs to be refreshed. Pressing the compile button will removed the error but when the pr ...