When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
When using the Make Writable button, it is intended to make the file editable without the prompt to check an asset out popping up on subsequent attempts to save the asset. This does not work for Sub ...
New media framework is making Mac/iOS not render ...
Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...
The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...
SelectActorsUsingThisAsset doesn't select actors that are referenced by an array and using a Scene component as root User Description: I have a BP with editable actor references array. Recently I ...
Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...