Deleting a bound function from a widget sets the binding to None which causes compile to fail. Deleting a bound function from a widget sets the binding to None which causes compile to fail The li ...
Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...
If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...
Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...
The recent hotfix caused this workflow to begin crashing. User reports that it worked as intended in 4.25.2 (CL-13908680). We are unable to reproduce it in 4.24.3 (CL-11590370) either. Crash is ha ...
Garbage Collection is causing noticeable hitches on whatever interval it is run on. This is noticeable in the UE4 Profiler, as you will see a spike every X amount of seconds, depending on how often ...
When setting up a BP via the scene with the new method of adding components and converting to a BP the child component that is set to simulate physics enabled will be offset from its original positi ...