When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...
Creating a material with World Position Offset and enabling "Bake Material Position Offset Into Collision" causes the landscape to have no collision. Disabling this feature causes collision to come ...
The editor crashes when a user imports a float curve into a timeline within the level blueprint then attempts to open another level. ...
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. ...