This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
REGRESSION No Crash occurs when the user right-clicks in the graph in a blueprint that has a Null parent class. ...
Note those are not 100% repro steps they are what I remember doing. I've got this issue twice so far and both times I was editing a blueprint and switching between constructions script and event gr ...
When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
Accepting source for a conflicted blueprint asset in the merge tool currently creates a new asset *_3 and makes the original name asset unopenable. Found on: //UE4/Main CL-3079307 //UE4/Release-4. ...
Tested on Nexus 6P with Android 7.0 Suggest that on mobile the background is not rendered in real time, instead we render the blurred image for one frame and use that same image for subsequent fr ...
Subclass disappears from class variable drop-down upon reopening the project. There is a workaround for the issue but it is strange in nature. Opening the level blueprint and adding the node in scre ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...