Non-spatially loaded actors in a Level Instance are not embedded properly when entering PIE. This issue does not happen in a cooked build. ...
The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
After cooking, If user installs same project which contains drawing material via DrawTile function in HUD, is not displayed in es2, with MobileHDR off (verified on android device) DrawTile script i ...
When the users causes a component to automatically change its Mobility setting by changing that setting on a parent or child component, undoing that change only affects the manual change caused by t ...
When a user attempts to create a .dds file using nvidia texture tools and saves it with custom mipmap settings, the resulting file fails to import into the engine. ...
This issue cannot be reproduced in 4.18 but can be reproduced in 4.19.1 as well as Main (CL 3998250) therefore I am marking this as a regression. ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...
When deactivating a reverb, it's removed from the Activated List, but doesn't get removed from being the active reverb. Confirmed occurs in 4.27 and 5.0 ...
RelativeLocation and RelativeRotation in the root component are collected in UActorComponent::AllUCSModifiedProperties, so copying simulation result is skipped in EditorUtilities::CopyActorPropertie ...