HasAnyUserFocusedDescendants returns true even when all children have been removed. ...
If the user adds a tag to the third person character blueprint with in the blueprint itself and then adds other tags afterwards using the details panel that is given when selecting an actor in the s ...
The image size is set for all widgets using the same material are set to the widget that is currently selected ...
For Destructibles, Hide Bone by Name doesn't disable collision with PBO Disable and PBO Terminate. This is similar to [Link Removed], but has enough differences to justify a new Jira (Destructibles ...
Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
Modulated shadows are not functioning properly on IOS devices for skeletal meshes. Any skeletal meshes in the scene will cast a shadow, but have a flickering modulated shadow on the skeletal mesh as ...
Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...
Currently, I have been unable to reproduce this issue outside of the user's project that is provided in the repro steps. Packaging a game that has the experimental feature Nativize Blueprint Assets ...
When a user attempts to compile a project that is stored on a non-HFS partition on OSX, UBT fails to build due to files that are being generated that start with ".". The user's proposed fix is to ha ...