If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...
If the user places a Control Screen Saver node set to false into his blueprint and then launches it to a mobile device, this node will not prevent the device from going to the screen saver. ...
UListView, USlider and possibly others don't have ReleaseSlateResources overridden despite having shared pointers to stuff. ...
A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...
A licensee (see UDN link) has reported that ListenerOverride isn't working on Mac and Linux. I've looked at the code and it doesn't appear to have anything that would cause it to behave different on ...
Can't export more than one LOD level from editor. ...
Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...
Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...
When using a branch node inside of a Sound Cue, if that branch's bool parameter is changed while the cue is playing, the cue will be restarted from the beginning. Link to project: [Link Removed] ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...