The Self Hit Test Invisible is not working as intended for the Check Box component in 4.16. The check is still taking in an input. This issue does not occur when using the "Hit Test Invisible" optio ...
When toggling on the "Use Small Tool Bar Icons" under the User Interface settings, the button options that sit directly under the Colors, Weights, and Textures options in Paint mode disappear. Thi ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
Having wildcards in the path for AdditionalPluginDirectories causes apps on Android to crash on launch. When testing this on iOS, the app did not crash but froze at the splash screen instead. Androi ...
This is a common crash affecting users in 4.16. Over 100 users have been affected, although they have not provided additional information. Source Context 469 TokenStreamIndex++; 47 ...
When creating and modifying a material, the base Texture Sampler count and instructions are returning incorrect values. In 4.14.3 whenever you create a new material the Texture Sampler count is 0/1 ...
Adding a new Text Widget Blueprint as a Widget Class to a new Actor Class Blueprint changes the visibility of the Text in the Viewport when compiling the Widget Blueprint multiple times. Regressio ...
There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
Translucent meshes and particles behind an actor who's surface material uses SceneColor node are not rendered properly. Changing the view angle of the camera causes the translucent meshes to "pop" ...
If you check the 'crack free displacement' option in a landscape material, it seems to break the results of both the landscape layer coords and regular UV input node. Worldposition is not affected. ...