Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
Changing the InstancedFoliageGridSize by the WorldPartitionFoliageBuilder commandlet will cause some of the foliage to not load correctly. ...
Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
In 4.18.3 this feature is working. In 4.19.2 the feature is broken. Per User: Half of the Lights Cone or Sphere will properly interact with the TileMap as intended, the other half will not for wha ...
Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than u ...
Currently there is no stable way to break level instances ...
Extremely similar repro to [Link Removed], except in this case the parent function has no parameters or return values. Also encountered a one-off crash while exploring repro methods, but was unabl ...
Physical materials placed on starter content shapes always return as invalid for any trace or collision query. ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...