Parameter names do not update on custom functions that are already called in event graph after compiling blueprint. ...
If a blueprint has "Simulate Physics" active on a component, it will not render when running standalone game. ...
If a "Destroy Component" has a target of self within a blueprint component, the "Destroy Component" node will not trigger. ...
Collapse to Function creates a ReturnNode that cannot be deleted. When creating a new Function, the ReturnNode is not mandated like this, so this seems inconsistent. Included is a screenshot of thi ...
Layered destructible meshes do not simulate in the same way between UE4 and PhysX Lab. The observed issues are: 1) After first fracture no more damage is applied 2) Areas seem to react differently ...
When using Scene Color in a Particle System's Material with Separate Translucency checked true, all Particles with Separate Translucency checked true placed in the level with the Scene Color Particl ...
When motion blur is active and the view port is in motion there will be a dark artifact visible at the bottom of the screen. Normally this isn't very noticeable however the effect worsens with speed ...
In a State Machine, deleting a state and hitting undo causes any transitions that were attached to that state to become broken. They appear as the circular transition node icons, but aren't connect ...
Error message: SEGV_MAPERR at 0x3a Source Context: Most recent user affected CL: 3106830 (4.13.0) Logs: [Link Removed] [Link Removed] [Link Removed] CrashReporter User Descriptions:UE4.13 immed ...
If forward shading is enabled and shadows are disabled, adding an actor with a SceneCaptureComponent2D and static mesh to the viewport will cause the editor to crash. Regression: Yes - this crash o ...