When diffing the two blueprints, the FText values are deemed different when they are the same. A workaround has been found by doing a pure string-compare for FText inside "GraphDiffControl::ArePinsD ...
OccluderVertices didn't consider the subsection's transition, so the position of the OcclusderVertices are not correct. I made a fix as follows: [Image Removed] [Image Removed] ...
Setting up root motion in a sub instance to RootMotionFromEverything seems to cause the sub instance to evaluate, and override the notifies of the animation that was playing, which prevents the noti ...
The engine will crash when cluster bounds barely overlap. ...
Remote Control Plugin missing from plugin window. If you follow the instructions on this page they don't work due to the missing plugin. Searching "Web Remote Control" also doesn't find the plugin. ...
Generated from CrashReporter ErrorMessage: Unhandled exception Callstack similar to [Link Removed] comments from community: Clicked on a procedural grass node in the Brushify material This ...
When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...
Animations are looped incorrectly when using an animation blueprint and a rate scale other than 1.0 in Sequencer. ...
Both HLOD and StaticMesh Visible in Play Modes. Found in 4.23 CL# 8386587 and 4.25 CL# 8569829 ...
Paper Sprite actor set as a Default Value in a Blueprint Struct is set to none, when the sprite is renamed, saved, and the Engine is restarted. ...