Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
A packaged project will crash on launch if a code class uses ConstructorHelpers::FClassFinder to get a reference to a Blueprint Widget that contains a Blueprint struct variable. Disabling EDL in the ...
It seems that with 4.20 users are able to change a dispatcher's type from Multicast Delegate to something else (float, int, etc.) Doing so will cause any node that references the dispatcher via call ...
This crash occurs in 4.19 and 4.20 but not 4.18. Repro'd in 4.19.0-3944462 and 4.20.0-3955769 and 3964322. This is a regression. Per UDN licensee: When I'm showing/hiding levels in editor (in le ...
Setting "Keep State" for an animation in sequencer makes the sequence behave differently in Sequencer and in Play Mode. The animations appear to be blending together instead of having normal transit ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
1) Using the Meta specifier EditCondition will gray out the property box so that it cannot be clicked, but using tab from another property box will place the cursor inside the grayed out box. 2) V ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...
When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...
There is a major performance drop after 4.18 when calling draw material to render target. This is an issue reported by many community members, and there seem to be additional reports with different ...