Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...
When reimporting a mesh that was originally imported with "Combine Meshes" off it will come back in as a combined mesh. ...
A Behavior Tree reference to a Blackboard Key will become invalid when the name of the Key is changed in the Blackboard. Clicking on the Behavior Tree node that references the key will update the ke ...
Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...
Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...
Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...