1. Objects in the Unsaved list cannot be discarded, only saved. The only options to discard changes are restarting UE or manually locating each resource and clicking Reload. This becomes extremely c ...
If the transforms for a blueprint component are changed to "absolute" location and/or rotation, new child blueprints created will correctly show the absolute location/rotation changes, but the child ...
Licensee is adding a widget to the viewport overlay via AddViewportWidgetContent(). The widget receives mouse input when hovered. They return unhandled from all their widget's onmouse functions and ...
While investigating an issue with enum comparisons breaking when the enum changes, I discovered that the comparison will not return true if set to "contains NOT EQUAL values" and the values are not ...
If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...
When using source control and attempting to sync the project, sometimes assets are not updated to the latest changes properly. This causes changes made to those assets later to override previous ch ...
This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...
"Content Browser 1" auto-hides if opened with the Level Editor, and has inconsistent docking behavior under the conditions caused by the repro steps above. The root of the problem seems to be that ...
A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...