The Is Over Hit Test Visible Widget node does not return false when over a widget that is not hit test visible ...
Switching sub anim instances that have a set tag will crash the editor when compiled. This is likely due to the use of Tag as the object name. The tag does not change, and the old UObject is still a ...
REGRESSION: No, this occurs as far back as 4.20 After duplicating a blueprint interface function, the duplicate interface will have an error similar to this:LogBlueprint: Error: [Compiler NewInterf ...
No comments from users Generated from CrashReporter ...
A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...
UDN user claims that in an empty level, when using a listen server, bandwidth is higher than expected - ~5.5KB/sec for two connections, and appears to be framerate dependent. Has posted screenshots ...
When creating a grand child widget it appears that the preconstuct does not behave as expected. The child widget fails to render widgets that belong to its parent's parent. ...
Changes to the frame rate for the Render Movie Settings window do not appear to save in between uses (as is seen with the other settings). ...
When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...