CrashReporter: [Link Removed] The Navmesh Modifier Component in blueprints does not properly update a levels navmesh. ...
Enum Variable doesn't pull/print the correct Default Value User Description: (Blueprint) User defined enum in 4.9 getting corrupted I believe there is a severe underlying issue in 4.9 regarding u ...
All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...
After generating a new Slot node in the AnimGraph of the AnimBlueprint, creating a new Slot Group and subsequent Slot for that group results in the new slot being assigned to the Default group after ...
Calling a code defined function in blueprints that returns a TWeakObjectPtr causes a crash. ...
The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
Editing an array of gameplay tags on a component belonging to an actor instance can lead to a crash. There are inconsistencies with how the Gameplay Tag Editor widget behaves:Array of gameplay tags ...