When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
InstancedStaticMesh component element mismatch between in-level and BP editor can cause crash when modifying transform in BP editor. This can happen when a user modified transform in-level actor's I ...
Hot reload iteration times have been crippled ever since CL# 3332960, which was a fix for [Link Removed]. ...
Event track key with a structure containing staticmesh reference. Setting the staticmesh then reopening the property crashed the editor. ...
NaN (Not a Number) is handled different when clamped on Windows and Android/iOS. If you clamp a NaN (Acheived by -3 ^ 0.2 in the reproduction project) from 0.0 to 1.0 and then print the result, you' ...
Placing a character that reference to a reparented AnimBP(created as a child of thirdperson, then reparented to AnimInstance) crashes editor after reopening the project. If you already had that charac ...
There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...
Using the VisibleAnywhere specifier in a UPROPERTY declaration does not prevent a Component's properties from being edited in property windows. This conflicts with the description of this specifier ...
Move To Location or Actor will always fail if the target location is outside of the Navmesh, even if Use Pathfinding is disabled. Found in 4.18 P4 CL# 3685441. Reproduced in 4.17.2 CL# 3658906 & 4. ...
When you add an Interface to a Blueprint that contains a variable with the same name as one of the Interface's functions, the editor will crash upon compiling the blueprint. In 4.16, this only cause ...