Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...
Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
With Pause Event on frame 0, sequence will never be able to resume playing. It appears to trigger the event again. ...
Gradle AAR import paths need to be absolute instead of relative since the current work directory used to package Gradle is not the same as Ant. ...
Preview weight on Landscape Layer Sample affects Grass Output on landscape disregarding layer info Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did NOT occur there ...
If the return value of a trigger goes from ETriggerState::Ongoing to ETtriggerState::None, without returning a ETriggerState::Triggered, then there should be a "cancelled" event that is fired when E ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...