When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
When you attempt to open a widget blueprint when you have hidden the animation and timeline panels, the editor will crash. There is a workaround: Window->Reset Layout will allow you to open the blu ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...
Description from licensee: We're seeing an ensure get tripped up in FDebugRenderSceneProxy that says "DrawDelegate is already Registered!". Debugging the issue, we have confirmed that the DrawDeleg ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
DESCRIPTION: When using form extended structure with DMs that are hit by a rigid body the resulting hit does not reflect the correct actor if they are both using form extended. If a DM without form ...
When a small external force is applied to the rigid body, the VSmooth value is reset in the ResetVSmoothFromForces function. Since this function ignores the current velocity, a very small velocity ...
Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...