Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...
After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...
When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
Split Pins on a referenced Macro Library will crash the editor on restart 2 callstacks include, one for 4.10.4 and one for 4.11 Preview 6 User Description: I got some macros in my Object Macro Li ...
Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...
When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
Hovering the mouse cursor inside a Content Browser folder that contains blueprints causes the memory usage to steadily increase. This only seems to occur with blueprint assets in the folder. A use ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...