The Delete Assets window's list of assets that are available to replace the references to an asset that is being deleted returns additional assets that are not valid replacements. The provided pro ...
Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...
Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...
When undoing variables in a Structure it clears the referenced Datatable of all its rows. However deleting and just adding a new variable works fine. Repeated undos have the chance to add back the ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
This report was logged due to a high volume of submitted crash reports. It occurs when opening a level where a deleted mesh as being used as foliage. This is a regression. The crash does not occu ...
Renaming a function category from a Interface class which a class inherits from causes crash. ...
Renaming assets set to Sequencer's Payload will resolve the reference after restarting the editor. This is probably due to the fact that FemaleSceneEventPayloadVariable::Value is a String type. This ...
Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...
Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...