If you open a project and immediately go to Edit-> Project Settings -> Collision and expand the Presets dropdown, no scroll bar will appear. This prevents you from being able to see all of the optio ...
Tools team notes: Make disabled state hidden. If the user applies an image to the disabled state of a button the button will not reflect this change in game. For example if I were to set the disabl ...
Without Iris enabled, UNetDriver::NotifyActorDestroyed will handle creating destruction info for dormant actors, including any initially dormant, statically placed actors. However, this path seems t ...
If the user creates an OnTextCommitted event or an OnTextChanged event the user will receive a warning upon compiling the blueprint. Warning received: Warning No value will be returned by referenc ...
There is a setting called "LocalJobsDefaultProcessorCount" in the Developer Settings tab in Swarm. After the change to make Lightmass build asynchronously while the user keeps working, this set ...
When switching to a sequence where the current time is not in the target view range the PreAnimatedState of the new sequence will be saved before restoring the PreAnimatedState of the old sequence. ...
When using Project Settings->Maps & Modes->Default Modes to set GameMode defaults, the values will appear to change in the associated blueprint but these changes do not go into effect until the blue ...
If you create a project in 4.17 and follow the Repro steps, you will be able to adjust the colors of individual lens flares. If you copy the 4.17 project into 4.18, 4.19, 4.20 Preview, or 4.21 the f ...
Meshes with their Lightmap Coordinate Index set to anything over 4 will not be lit by static or stationary lighting. Found in CL# 4.19 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4573698 ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...