When a static mesh that already has sockets created in it's original third party program is reimported into the editor, it's sockets are duplicated. Going from 10 to 20 on reimport. ...
When deleting an asset any other asset that holds a soft reference to the deleted item will appear in the reference list. For a soft reference when choosing to replace the references with another as ...
Not Attached particle system is not seen in the viewport of the editor. This particle will be seen normally when PIE. Regression? Yes. This issue is not reproduced in 4.17 version. You can simply ...
Cable Component wildly swings around when the World Origin is shifted. Standard physics object are not effected. ...
We are currently experiencing an issue where skeletal mesh vertex colors are different on certain mobile devices. What we see is the following:Red and Blue channels are swapped.It occurs consistent ...
It has been reported that when building with Visual Studio 2017 version 15.5.1, a warning/compile error is shown in BodyInstanceCustomization.cpp: warning C4287: '<': unsigned/negative constant mism ...
Sharing transition rule it will be Dirty when AnimBP opens. When AnimBP is open, "if(BoundGraph->GetOuter () != Node)" is true in FBlueprintEditorUtils::UpdateOutOfDateCompositeWithOuter, BoundGrap ...
If you directly connect a state which has another state machine to the entry of State Machine of Animation BP, a crash will occur when changing parameters. If you connect an empty State to an Entry ...
Foliage painted onto a landscape will disappear when Sections per Component is changed from 1x1 to 2x2. Affects 4.17.2 CL 3658906, 4.18.2 CL 3794801, 4.19 Main Possible Workaround is to set the Re ...
The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...