When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...
When a variable of a struct is added to a blueprint, the reset to defaults arrow does not appear when the variable values and struct defaults differ. Note: A child of (or placed instance of) the bl ...
Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...
There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...
There is an issue occurring where Unreal crashes when you connect a scalar node to scalar input when the material function has a vertex interpolator. This issue causes the engine to crash, but the i ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
From https://udn.unrealengine.com/questions/431271/tpropertyvalueiterator-skips-tmap-values-when-keyt.html The property value iterator has logic where it tries to iterate over all properties in a s ...
When adding a struct to a keyframe, Object Reference variables are not saved and Soft Reference variables are saved sometimes. Opening a keyframe's properties when the selected struct has an object ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...