User has identified a potential crash, needs investigation: https://udn.unrealengine.com/questions/330701/crash-in-fmaterialeditornotifypostchange.html ...
Changing a variable of a component with an instance of BP derived from StaticMeshActor or SkeletalMeshActor attached to another actor will cause that variable to be read-only. It did not reproduce w ...
They are effectively 2D and spline points should be constrained as such. We should snap them to the XZ plane in component to avoid issues and make it nicer for users. ...
The new AI Perception system's BP API, marketed in release notes, depends on UAIPerceptionComponent::GetActorsPerception, that, as one AnswerHub user points out, is useless due to a buggy condition ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...
Fix is found in licensee’s pull request:https://github.com/EpicGames/UnrealEngine/pull/10333/files ...
According to AnswerHub, Setup.sh will fail: https://answers.unrealengine.com/questions/427889/building-engine-on-linux-gitdependenciessh-no-such.html ...
RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...
In 4.7 you could select multiple material assets in the content browser, right click and choose Asset Actions > Property Matrix to bulk edit material properties, but in 4.8 and 4.9, this feature is ...
One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...