When an array is passed into a BP custom event, the array's data is passed to the event rather than a pointer to the array itself. This means edits made directly from the event node's input pin (su ...
Summary When using the Level Instance Property Override system, overrides applied to `AActor::Tags` are silently lost for Blueprint actors whose Construction Script assigns or appends to `Tags`. The ...
UPDATE: 2/23/2015 Crash is limited to 4.6.1, does not occur in 4.7 Preview 8 or later builds (CL#2448202). ========================================================== Editor crashes if an event is ...
artists are dealing with greatly increased iteration times due to long shader compiles when working in the material editor. This has regressed over time as we add more features to the point were wor ...
User reports when creating a project and changing the folder colors in 4.6, then opening the project in 4.7/4.7.1, the folders go back to their default color. Users have also reported this happenin ...
The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...
This seems to be a duplicate of JIRA [Link Removed]:https://jira.ol.epicgames.net/browse/UE-7289 User claims the editor crashes every time he goes to save his level or play in editor. Callstack: U ...
Crash occurs when the user changes a variable in the animation blueprint, and then undo's the change. Note that this occurs with any variable being used, but the callstack will be some what differe ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...