Several Users are experiencing crashes on importing a 4.6.1 project into 4.7.0 (Release) Here are the crash reporter links: [Link Removed] [Link Removed] [Link Removed] [Link Removed] [Link Removed ...
Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...
Reported in SF [Link Removed] and [Link Removed] Users on Mac are reporting inconsistent rendering results for Lumen in image exports that do not include any settings changes. When exporting some ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...