Blueprint becomes dirty after play with Key get display name is in the script. This issue occurs even in setups where that specific node in the event graph, not necessarily attached to anything. The ...
Playing a sine wave as an audio sample in the editor produces a choppy sound when it does not outside of the editor. This issue does not appear to be a regression. Versions Tested: Issue occurs in ...
When applying a second material to a Destructible Mesh it does not texture the chunks of the fractured mesh. The chunks remain the same as base color of the Destructible Mesh. This is issue was re ...
When using Finish or Custom Event Tracks in a Timeline, they won't execute when 'Set New Time' is being used with another Timeline or Float value. This issue was reported and tested in 4.19.2 (CL ...
Editing the bCanEverAffectNavigation flag on an Actor Blueprint is propagating the value of the property to the Blueprint instance, but fails to properly update the navmesh according to the new valu ...
Hierarchical Instanced Static Meshes are partially ignored after building the navigation mesh. This is causing the navmesh to be generated within all or part the HISM instead of around it. This ...
When using Actor to Lookat and adding a keyframe to the track, the references are lost to the selected Actor when saving the Sequence. This prevents the Sequence from being saved and generates a few ...
When modifying the value of "Auto Success Range from Last Seen Location" to a value that is not it's default, you can not set it back to its default -1 one value. This was reported and tested in 4 ...
When enabling "Run Construction Script in Sequencer" on a Blueprint Child Actor and having "Rerun Construction Scripts" turned on in Sequencer, the Child BP's properties become inaccessible in Seque ...
When replacing the Tonemap using a Post Process material, the Post Process Volume's Bloom Intensity can only be turned on or off, without varying degrees of effect. Reported in version 4.25.3(CL 1 ...