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 ...
The Format Text node may cause a crash when replacing existing hard-coded inputs with string table references. This looks to be dependent on whether or not the string table has been successfully use ...
If a value with nine or more digits is entered into a numerical field the number the last few digits will be converted to another number upon accepting input. This happens in blueprints as well as ...
Using the View Options option inside of an asset selection dropdown window does not work. None of the options, other than the Scale slider under Thumbnails, will make any changes and the window is i ...
Error message: Assertion failed: ModuleInfo.Module.IsUnique() [Link Removed] [Line: 557] Source Context: Most recent user affected CL: Logs: See attached Issue call stack shares some similariti ...
Custom Mesh Component > Get Component Bounds gives incorrect bounds > Box Extent User Description: [4.16.1] Using "Get Component Bounds" on a Custom mesh component gives unusual numbers for the Bo ...
There is an issue that occurs where changing the scalability settings via the game script during play saves the values for the editor, but when the game is played a second time, the settings visuall ...
Using the meta specifier MustImplement will cause the associated dropdown to only list classes/blueprints that implement the provided interface. If a blueprint has not been opened/loaded in the edit ...
When you are using a Custom Widget, changing the cursor setting does not change cursor during PIE or packaged games. only changing the cursor options in the original widget fixes the issue. This iss ...
When attaching actors via the world outliner, there is an issue occurring using the visibility option, actors attached via the world outliner do not follow the visibility of what they are attached t ...