Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:Addi ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
When you select an asset that references a skeleton that has moved, the editor asks you to choose a new skeleton. When you choose Yes is it gives the message "The Anim Blueprint could not be loaded ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...
Might relate to issue [Link Removed] - "The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors" The added information on this particu ...
When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...
The Contains node doesn't return an existing row from a data table under specific circumstances. This didn't occur when the struct the data table is based on was made via blueprints or there are mor ...