Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...
When you import a texture that is low resolution (such as pixel art) if you attempt to use it in a UMG image, the filter that you have applied to that texture is not inherited. This causes the image ...
This is an infrequent crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 849 uint32 UMaterialExpression::GetOutputT ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
Multiple users are reporting crashes in the Engine when using an AMD R9 380 and 390 series cards. There was a request to have these cards added to compat lab for testing, but have not heard any upd ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...