Light components stay visible if "Actor Hidden In Game" is checked. This issue occurs even when other components (such as a static mesh) are no longer visible. I tested with a static mesh component ...
GPU particles have a strange sorting priority once a significant amount of overlap starts happening. Changing the sort mode doesn't influence this effect at all. While on CPU particles changing the ...
Seems when an expression output is swizzled (Typically via component mask) we lose the ability to track if the value is constant. This causes the IsPropertyUsed check to fail, potentially falsely ac ...
In cascade if you add particle LODs then remove, clear the LOD settings array, then attempt to add more LODs (after current) the editor will crash. This crash will only occur if you add LODs after c ...
Once you add two postprocess volumes (one to the persistent level and one to a sublevel) then add a blendable element to each, and then try to select both a crash will occur. ...
InterpToMovement node has access to velocity parameters that are set to Hidden in code. When used, all values equal zero. ...
"Multiple Values" in Body Setup when single bone has multiple bodies Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) ...
Mouse position no longer being tracked after pressing and dragging a button on Android. On PC there is no issue When testing with mouse location via print string on PC mouse position will continue ...
When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...
The camera positions for firstperson mode in advanced vehicle template are different between the code and blueprint versions This is not a regression as it happens in 4.14.3 ...