Hovering the mouse cursor over the Invalidate node in Blueprints to get the hover text brings up the same text as the Is Valid node. ...
This bug removes foliage from a level when the Component Blueprint is compiled. Switching the Foliage type asset to another component will cause the issue to stop occurring. The Component Blueprint ...
The SetHardwareCursor function sometimes doesn't update when clicking and holding the left mouse button on a widget component, like a button, and causes the cursor to default back to its normal icon ...
Certain Materials do not render on Destructible Meshes in Standalone and Packaged projects. I'm unsure of the exact cause but disabling "Used with Skeletal Mesh" in the materials Details panel, then ...
Preforming a hot reload causes placed actors to lose code based variable settings. More repro steps: 1. Open UE4Editor.exe 2. Create a First Person Code project 3. Build the project for Developme ...
There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
When using SceneCapture2D and trying to edit the "Primitive Render Mode" (found in Details panel, Scene Capture) you can select the "Render Scene Primitives (Legacy)" and the "Use ShowOnly List" opt ...
Assigning a soft reference in a blueprint and attempting to resolve it as an object/class while nativization is enabled causes the packaging process to fail. A sample project was provided by the use ...
Widget component disappears on Compiling the Widget blueprint. If an actor is using a widget component and the corresponding widget blueprint is compiled. The instance of the widget component in the ...
When Cast Shadow and Self Shadow Only in the Lighting Section of the Details of a mesh, the light will randomly hit the mesh even though it is in a shaded area. Light appears to flicker and will com ...