Using a very specific way of importing an FBX will cause a crash assertion that closes the editor without opening crash reporter. Essentially when using the import button in the content browser and ...
While casting to a Child, the overridden function node's target will read the parent bp. Also being discussed in this Forum post: https://forums.unrealengine.com/showthread.php?66846-Initialisin ...
The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first. The node will compile if the Index is set to anything other than Wildcard. Note that the no ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
The UMG editor will compile as if the blueprints is valid if you make "Get Text" node from a TextBlock variable, delete it and create a EditableText variable with the same name. When running a scene ...
Resetting the Power of Two Mode is expected to revert the setting back to the default setting of None both in the viewport and the details panel. Both clicking the default arrow and Ctrl Z does not ...
When World Composition Sublevels are streamed out and back in the LODs appear distorted. This reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4.23.1 (CL-9631420), 4.25 Preview ...
The MiningBuilding Blueprint in this user's project will not compile. Clicking the compile button never switches it to "Good to Go", and a warning that it needs to be compiled appears at PIE. Repro ...
Disabling collision of an actor after an overlap event will cause the event to fire twice This is working properly in 4.10-2674146 User Description: Calling on "Set Actor EnableCollision" or "Set ...