If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
Overridden Interface Functions in Child BPs lose array output pins after closing/reopening the project and become invalid. Reproduced in Main //depot/UE4/Promotable-CL-2434822 ...
If you add a throbber to a UMG Blueprint and use the Graph of the Blueprint to change the 'Set Number of Pieces' and use 'Event Tick' to tick the widget, the throbber widget will not appear on scree ...
When using "Set Playback Position" after "Pause", actor transforms are broken. Sending them off to an unexpected position. Adding a delay seems to resolve the issue, but seems like it should still ...
DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
When renaming a blackboard key using the Entry Name box in the key's details panel, the names of the references in the behavior tree are not updated automatically. This is inconsistent behavior be ...
MaterialCurve of AnimSequence is not working with LOD 1~ if assigned Material manually. Assigning material to LOD0 seems sharing material info with other LODs but material info is never shared if as ...
When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...
When rendering a custom depth post process material Hierarchical Instanced Static Meshes will not use this even if they have been enabled to do so. Sample Project attached. ...