For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
Having a blueprint open during PIE causes a significant drop in performance. Having multiple blueprints open can almost render more complicated projects unplayable. The user has reported 120 fps wi ...
The engine crashes when the r.MaterialQualityLevel is changed in a cooked game that uses the FastGeo Streaming Plugin. The crash doesn't repro with the same steps in Editor, just in a cooked build. ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
This is a common crash affecting users in 4.16 and has been occurring since at least 4.14 affecting more than 300 unique users. User Descriptionsi made a macro called IsolateYaw and set the input t ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...
Multi Line Trace by Channel includes Actors with Overlap collision in the Out Hits array (but does not indicate a True Return Value). The two returns match with Ignore and Block collision settings. ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...