When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
In Scripted Actions, if you execute a function after using Rename Asset or Duplicate Asset, it will crash. If you do not execute the function it will not crash. ...
When a UObject blueprint is compiled, other blueprints with an Instanced variable of that type will show as REINST and will not recognize the original blueprint data. ...
Setting a UCLASS() macro with the "HideCategories" property will updated after a hot reload but after closing /reopening the editor the hidden category will be visible again. ...
Customers that have never or have created an incorrect bundle identifier will fail to package for iphone. People who have wildcard provisions will work. ...
If you change the type of an event dispatcher variable (why is this a thing?!), then you will permanently have a warning of the form "No delegate property found for NewEventDispatcher_0" that will ...