When outputting with Custom Render Passes, the Render Pass is automatically added at the end of the output frame file name. We have a few variables that we can control in the FileName Format sectio ...
Destroy Component node does not destroy decals when called. ...
Actors disappear when multiple actors are selected and are moved from multiple sublevels to the persistent level at the same time. ...
Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...
Attempting to change a variable that is connected to a node and an empty reroute node by dragging a reference on top of the existing reference causes the editor to freeze. The user provided a vide ...
Characters using Move to Location or Actor will briefly pause with each few steps during their movement. This did not occur in 4.11.2 binary, this is a regression. Found in 4.12.1 binary. Reproduc ...
Value in an Enum in a Struct in another Struct assigned to a Map in a Component with the Component used on a Child Pawn Class can be reset upon editor relaunch. User submitted bug. (Unsure what int ...
FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE); This leads to crash. Users can b ...
If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...