When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
Users custom AI project crashes if anything is Built. (All, Lighting, Geometry, etc.) The project can be played but receives a message during play that the Navmesh needs to be rebuilt. ...
Blueprint Interface functions have no duplicate/copy context menu but still shortcut (Ctrl+W) is working and making duplicated arguments. ...
There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...
Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
When nodes are collapsed in editor, the execution pins to the nodes do not light up to show their use. ...
The animation gets "corrupted" when the Initial Position value has an invaildad value. In this case, this means that the Initial Position value is outside the range of the duration of the Animation. ...