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 altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...
There is an error that is occurring when using movable lighting with objects and actors that are also set to movable. This issue does not occur with objects or lights that are NOT set to movable. V ...
User imported a custom image in the correct format to be used as an Ambient Cubemap within the Post Process Volume. Enabled detailed lighting mode by pressing Al+5 and the image has been tilted/of ...
The scenerendering graph doesn't display correctly when you increase the Small Font for the Engine. The rows don't adjust to the font size. The user increased font size to make print strings in VR ...
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 ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
Wrong morph targets are animating in standalone game, but the right ones play in PIE See the Additional Info URL for the user's description (and youtube video) Here is the project: [Link Removed] ...