As an example, if a user sets a material variable's default within a function library it will not save. The Variable will be set back to "None" after hitting the compile button. ...
Destructible meshes that bounce lose their momentum, causing them to hang awkwardly midair (see attached video). The issue does not appear to occur for low framerates, and would only repro during sc ...
TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...
When editing an actor blueprint that's inside of a hidden streamed level, the blueprint actor transform will reset to 0,0,0. There is a video that's attached to the AnswerHub post which is very use ...
We need to implement support for reading from the Metal drawable's back-buffer texture for FMetalDynamicRHI::RHIReadSurfaceData FMetalDynamicRHI::RHICopyToResolveTarget in order to make FSlateApplic ...
If AIPerceptionComponent is set in code, a blueprint of the associated class cannot edit the Detection by Affiliation setting in the details panel for the component. ...
A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
Duplicated blueprint components do not update when altered until compile is pressed. They don't accept new parameter values nor do they respond to any transforms. ...
When mousing over the Enable Metal / High - end mobile rendering preview box, return summary is Enables Environment Queries editor. ...