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 ...
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, ...
Increment and decrement nodes return the incorrect value User Description: Getting the result of the Increment Macro seems to be incrementing the variable twice. Very confusing. Is this normal? ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: WorldSettings != ...
This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...
When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...
There are instances where some texture files cannot be exported from the editor. In this older post a user had reported this with the file T_Sky_Blue from the engine folder. Only this file has been ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
UDIM textures have default Tiling Method set to Wrap but causes incorrect filtering on edges. It should be set to Clamp or Mirror by default. ...
This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...