IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance. ...
If a third-party plugin is present in a project that is being packaged with the Nativize Blueprint Assets option turned on, the packaging process will fail because necessary header files in the plug ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...
A number of input keys from Slovakian keyboards do not appear in the input mapping context menus when pressed. Some examples are: ľ,š,č,ť,ž,ý,á,í,é ...
The 'Used with Landscape' option no longer appears/exists within the Material Editor under the Usage section. ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804] Array index out of bounds: 175 from an array of size 171 Source Context: 2797 2798 temp ...
The tooltip text describes the Damage Causer of Radial Damage with Falloff differently than the Damage Causer for Radial Damage nodes. These should be the same. Regression (no) issue (does) occur ...
Newly created animation blueprints will fire themselves during any form of PIE if they have been newly created during that session and even if no assets in the scene reference them at all. Restartin ...
"Dead Trail on source lost" doesn't seem to work consistently. This is apparent when the source emitter's duration is longer than the particles being emitted. This bug also occurs if there is vary ...
dragging from wildcard array output to a node with an exec pin changes wildcard to exec variable. Regression (no) issue (does) occur in 4.12.5 ...