Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...
If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...
When entering a comment on a Blueprint node, pressing Enter or clicking off of that node both appear to apply the changes made to the comment. However, clicking off of the node does not mark the Blu ...
When using a struct in a blueprint, if you go into that struct and alter the default values of one of the variables, any pins that were used relating to that variable are disconnected in blueprints. ...
A user reported a problem that started occurring with 4.10 and didn't occur in 4.9.2 (Was unable to get a project in 4.9.2 and thus unable to confirm his claims, therefore I'm not marking this as a ...
ICU for Android was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Android implementation. We should try and build ICU ag ...
ICU for Linux was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Linux implementation. We should try and build ICU again ...
Adding a dynamic binding and preforming a hot reload sometimes causes the binding to not be registered by class/blueprint instances that already exist in the world. Instances need to be replaced fr ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
Crashing on windows 7 when trying to create a geometry collection or opening the chaos destruction demo. Breaking on D3D11Util.cpp: Line 249 UE_LOG(LogD3D11RHI, Fatal,TEXT("%s failed \n at %s:%u \n ...