This is a longstanding crash that has occurred for more than 200 users since at least 4.13. Based on user descriptions this appears to permanently corrupt a project. User DescriptionsI just turned ...
Toggling a Spline component from an open/closed loop through bp's isn't reflected ...
Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...
ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...
I had to force quit the editor when it was taking too long to shut down, and it appears some assets got saved incorrectly. Probably nothing that can be done about the assets being saved incorrectly ...
Workaround is to specify Binding Overrides on the LevelSequenceActor through its Details panel as such (while editing the LI). ...
This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
In the test above, the Blue Component has a higher priority than the green component; however when in the listener is positioned where the components overlap, both components submix sends are active ...