Using a custom spawn function to spawn a character will crash editor in PIE mode (only standalone window crashes if standalone is used). ...
The editor has been modified to support long file names, but the packaging pipeline (which is written in C#) needs to be upgraded to NET 4.6.2 to enable this. Without enabling it, it crashes with a ...
When Custom expression is connected to custom UV then material wont compile. This is working as expected in 4.22 CL# 7053642 Found in 4.23 CL#7321677 and 4.24 CL# 7321677 This is a regression. ...
When exiting PIE the Behavior Tree Service Deactivation is called after Blackboard Component is destroyed. ...
Not checking for a property not being supported by audio manager, need to protect it against NULL ...
Custom collision presets will not be saved properly to foliage after closing and reopening the project. Additionally if you make changes to any collision preset in project settings, the foliage will ...
Using a game mode that contains a custom game state rather than the default seems to be disabling tick for other blueprints such as characters and actors. Whenever the project is using a custom gam ...
When a postprocess material utilizing custom is used on IOS it will output different values than windows desktop and Android. Note For this to occur the material needs the blendable location to be ...
In 4.20 custom code material nodes no longer output their errors to the stats window. ...
When creating a Post Process material in 4.19 with a Custom expression that uses FScreenSpaceData, material editor is unable to compile, and material renders incorrectly. This does not happen in 4.1 ...