Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...
slack discussion: [Link Removed] ...
On a Mac, when opening a custom character blueprint from a project that has been converted to 4.5 from a previous version of the engine, the engine immediately crashes. ...
Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...
This is a unique problem with macro libraries and the AddComponent node. It would appear that the issue has to do with the MakeNewComponentTemplateName function that we use when we create these func ...
The new AI Perception system's BP API, marketed in release notes, depends on UAIPerceptionComponent::GetActorsPerception, that, as one AnswerHub user points out, is useless due to a buggy condition ...
Workaround Seemed that closing and reopening the project resolves this issue This is NOT a regression as it happens in 4.15.2 ...
Volumetric lightmap holes appear every fifth build. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
After importing a mesh with "Import Animations" enabled the editor crash's. Importing only the mesh does not crash the engine. Importing animation separately and assigning to Skeletal mesh on import ...