When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
Following the directions on the wiki for cross compiling on Linux ([Link Removed]) fails when trying to package the project. ...
Planar Reflections on mobile work well with single plane assets but not with anything with multiple sides, like a box. Tested in: 4.12.4 CL-3028348 4.13 Dev-Editor CL-3038075 ...
Construction script execution following blueprint compile gets invalid actor reference if Blueprint compilation manager is enabled. For example, in the attached project, Right after blueprint compi ...
When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
A fatal error occurs if we change a Child Actor Class from one BP (ex. "BP_A") to a different BP ( ex. "BP_B") and later change it back to the first BP (ex. "BP_A") without compiling the BP between ...
This issue also occurs This is the same error as in [Link Removed]. Discovered by a user on AnswerHub, I was able to reproduce this error in today's 4.8 branch, CL 2575437 Attached to his thread ...
If a user attempts to import multiple FBX files into a project that is set up with Git source control, the message "Updating file(s) source control status..." will appear and stay on the surface ind ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
There are instances where some texture files cannot be exported from the editor. In this older post a user had reported this with the file T_Sky_Blue from the engine folder. Only this file has been ...