Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
In an actor that contains a scaled root component, it is not possible to change the collision presets on an instance of that actor if you are using the Viewport's Details panel. However, in the blue ...
In CharacterAnimBP: After creating a new montage branch point you cannot reference it in the CharacterAnimBP’s Event graph until you close and restart the editor. ...
If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...
Cannot change the Strength value on a Physics Constraint to anything other than the default value in the Viewport Details panel. When changed the editor will pause and replace the value with — This ...
Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...
Deleting ParagonKhaimera BlendSpace 1D key values while the animation is previewing in Animation Editor will result in Engine crash. ...
See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...
Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...
When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...