When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
We have found an issue where children of editor-only actors get wrong transforms in PIE and cooked builds when placed inside level instances. This affects both engine version 5.5 and 5.6. The issue ...
Renaming a Blackboard Key removes it's references in the Behavior Tree ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...
Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
Renaming a Struct variable that is used in a Widget BP creates 'Warning: Unknown property in' warnings in the Output Log User Description: I think this should be brought up as these seems to be a ...