When walking off of angled geometry the player pawn will fall off of the edge horizontally instead of falling. Even with all possibly related values changed in the character defaults, the player wi ...
Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor parent class. If bp Trigger A is placed into the level and then 2 copies are made (B & C), when C i ...
Constness is not updated in overridden BlueprintImplementableEvents when the native declaration is made non-const. ...
Resaving the level using ResavePackagesCommandlet is a workaround. ...
When using source control and attempting to sync the project, sometimes assets are not updated to the latest changes properly. This causes changes made to those assets later to override previous ch ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
After holding any mouse button down and pressing escape to quit the game, using the right mouse button to move in the viewport locks it to the left and right bounds of the viewport. Sometimes moving ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...
Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...