LDR does not appear to be preserved when using media textures in widgets. ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
This is a regression that was introduced by the fix for [Link Removed]. As a result, we can potentially hit an assert in a cooked, nativized build during async load of a non-nativized Blueprint CDO ...
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 ...
When attaching a ribbon particle system to a moving object, undesired/unexpected effects take place when the object moves out of camera view. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# ...
IE_Released is called when switching between the Game and UI input modes, despite the button being still held. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4527422), 4.22 (C ...
DrawDebugString does not render at set location in VR Other debug helpers rendering as expected Engine/Source/Runtime/Engine/Private/DrawDebugHelpers.cpp DrawDebugString looks to be the only fu ...
It seems that the first time an animation is played, the character pop into place. ...
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 ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...