When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
When spawning an actor using the Spawn Actor From Class node that has a Set Replicates node in the construction script, the editor crashes upon attempting to run a dedicated server with 2 players. ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...
Reparenting a blueprint derived from Trigger Sphere to Trigger Capsule will cause the editor to crash. This is a regression. This did not occur in 4.11.2. Source Context: 163 164 ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...