When a UProperty pointer to an EditInlineNew class is modified, we reconstruct the details panel and rerun customization builders. This can cause FDetailArrayBuilder to run it's destructor, we can u ...
Light Propagation Volume Occlusion does not affect scene as it should. The workaround in 4.17.2 is to disable DBuffer decals which will enable the Light Propagation Volume Occlusion. Occurs in 4.1 ...
There is a spelling error in the tutorial for blueprints. The word "contains" is written as "containes." ...
This is a somewhat common crash that has existed since at least 4.14.. It appears related to an Undo operation on geometry. User DescriptionsUndoing a move of a boxbrush wall and staircaseundoing i ...
After restarting the editor, any changes to the Gameplay Debugger settings will break debugging when used again. The user can work around this by changing the Gameplay Debugger settings again after ...
There is an issue where, in the Asset manager duplicates asset types on project reopen after custom elements are made for the "Primary Asset Types to Scan" array. THis issue does not appear to be a ...
In the Material Editor in UE4 selecting the Primitive Type under Thumbnail in the Details View does not update the preview material. There is no visible change or detail change that can be seen when ...
There is an issue occurring with the Material reroute node as it does not work with WorldAlignedTextures_Complex when plugging into inputs. This issue appears to be similar to [Link Removed]. This i ...
Typically users are unable to select a structs that reference each other but I was able to find a way around this by manipulating the Do Not Save functionality when closing the editor. Not a regres ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...