The user is not able to replace the animation asset (sequence or composite) in a sequence player node with an animation composite by dragging the asset onto the node, even though an animation compos ...
When attempting to replace a non-sequence asset on a player node (such as blend space or aim offset), the user will see a "Cannot replace with a sequence player" message, even though they are able t ...
The editor is crashing when attempting to use the RestartLevel command if the GameInstance contains a reference to an actor that is in a streaming level. The streaming level must be loaded, but not ...
The engine crashes when simulating in the editor after painting foliage instances using the Foliage Tool. An important thing to note is that this crash does not occur if you switch out of the 'Foli ...
FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...
Ensure occurs when the user triggers a redirected gameplay tag call at runtime. This doesn't seem to occur if the redirect is removed. Test Project: [Link Removed] ...
While sculpting (holding left mouse button) if you press the right mouse button the brush will disappear. The brush will remain hidden while sculpting until the right mouse button is pressed once ag ...
Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...
Possessing a pawn on a second client while using a dedicated server prevents the pawn from moving until net.shareshadowstate is set to false. This appears to be a regression. I was not able to repr ...