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, ...
Issue seems to be related to NpRigidDynamic::setKinematicTarget. When called by itself (like in the case of Kinematic bodies moved without teleportation), the simulated actor is woken and is put ba ...
Particle record feature in the matinee seems not properly working in the Editor. When trying to play in the matinee with recorded keys, the Engine will crash with Access violation - code c0000005. ...
Adding to Struct causes 'Inappropriate Outermost' warnings to be spammed to the Output Log ...
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? ...
PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...
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 ...
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. ...