This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
Can attach actors to each other through the use of sequencer even though actors are in different levels which leads to crashing when saving and changing levels F3DAttachTrackEditor::IsActorPickabl ...
Importing a skeletal mesh fbx from blender and setting the Import Uniform Scale option for the mesh to a higher value, like 100, results in only one of the meshes being scaled while the other is lef ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
When building UE 4.23 from source using VS 2019, there are compile errors when building the Targets DebugGame Client and Development Client. Note that Debug Client builds successfully. The errors ar ...
The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file) W ...
Saving a map will always resave the map's BuiltData, even if the BuiltData hasn't been marked dirty. Changes were made to avoid marking it dirty for UE-96057, but the call to SaveWorld in FEditorFil ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
Crash in the Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node. Happens particularly when there is already a bone selected and you want to select a new one. [Link Remove ...