Custom events with a struct that has had its pin split will throw an error when adding variables to the blueprint. The Struct appears to throw an error when making changes that are seemingly unrelat ...
If you delete an asset that is referenced by another asset, all your current open asset windows (ie. blueprints, animations, meshes, etc.) will close, even if they aren't referencing that asset. ...
This crash occurs in 4.19 and 4.20 but not 4.18. Repro'd in 4.19.0-3944462 and 4.20.0-3955769 and 3964322. This is a regression. Per UDN licensee: When I'm showing/hiding levels in editor (in le ...
Material's RGB base color values are changed in Unlit mode when specular is greater than 0. User repro video: [Link Removed] Tested in: 4.23.1 CL#9631420, 4.25 CL#11574810 ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
RelativeLocation and RelativeRotation in the root component are collected in UActorComponent::AllUCSModifiedProperties, so copying simulation result is skipped in EditorUtilities::CopyActorPropertie ...
Teleport node sets the movement mode for a pawn back to default. The current movement is overridden by the default after using teleport node ...