If the Auto Possess AI is set to Spawned or Placed in World or Spawned then the falling animation will play in the blueprint viewport. ...
Making a call to GetPawn in an AIController class will return NULL which will crash when that return value is used. This is a regression as the call is made successfully in 4.8.3. Working CL: Work ...
Set Relative Location on components does not replicate to clients. Reproduced in 4.8.3 binary, 4.9.0 binary, and Main (CL 2676715) ...
Context menus in the editor (such as right-clicking in the Content Browser) will cause duplicate menus to appear when you hover over a section that makes an extra menu appear. Note: This has only b ...
If an interface is removed from a blueprint and an interface function is transferred to a local function, the interface cannot be re-implemented in the blueprint. ...
Problem: When you press any of the Joint Presets buttons on a Physics Constraint Actor that is placed in a level the buttons do not do anything. Solution: Pressing the Joint Presets buttons setup t ...
After vertex painting on a Static Mesh component of a Blueprint, the Vertex paint data is lost when the Blueprint is copied. Oddly, pasting into a text editor shows VertexColorData, but it seems to ...
A user reported a one-time crash that possibly occurred when a TWeakPtr became invalid immediately after passing an IsValid check, before the TWeakPtr could be used. The SViewport.cpp file contains ...
Material preview doesn't render correctly with using a Static Switch Parameter with Texture Objects. See attached image ...
If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...