Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
Creating a Blueprint out of existing Blueprints removes all assigned Static Meshes from components. Reproduced in 4.8.3 binary, 4.9 Releases (//depot/UE4-Releases/4.9/Promotable-CL-2650750), and Ma ...
Having an actor in the level with a child actor component, replacing it with another copy of itself, and deleting the copy results in a Child Actor remaining in the world outliner, which cannot be d ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
Interface functions inherited after a duplicated actor blueprint is re-parented to the blueprint it was duplicated from cannot be deleted. Note that the inherited function can be deleted in a new ac ...
In 4.8.3, open asset would allow you to type the beginning on an actor name, then press the down key and select it. In 4.9 p4, it takes an extra down key press to get to the list; Upon first down a ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
When attempting to replace references of one blueprint with another a number of error message windows pop up ([Link Removed]) and the editor will crash. This is a regression since it was working in ...
A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...