When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Edit MattK: This seems like more of a cooking issue than an fbx issue. The crash is related to nav collision When adding a FBX import into your project, if you do not close the project out and ope ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
When you assign a Material to a Multi-Material Skeletal Mesh via the Mesh's Level Viewport Details Panel, you will lose access to all the other material Elements after the first assignment. For ins ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 2707 { 2708 FScopeCycleCounterUObject ComponentScope(Target); 2709 FScopeC ...
Using Ctrl+Drag in 4.8 will not affect the location of selected actor if the viewport camera is facing away from selected actor. In 4.7.6 the actor would travel along the X axis even if the camera ...
When using World Origin Rebasing, it is possible for the camera to offset itself from your starting location when exiting PIE. This will cause the next PIE session that starts at Current Camera Loca ...
When a world space widget has their blend mode set to transparent they look blurry in motion. The effect is more pronounced when the camera rotates instead of when it is translated. Found in 4.24.2 ...
The Log Timestamp doesn't display in local time when "Log Timestamp Mode" and "Display Timezone" are set to "Local Time". Found in 4.24.2 CL#11100242 Reproduced in 4.23.1 CL#9631420, 4.26 Main CL#1 ...