Timespan properties created in C++ but set in blueprints are not returning the correct values. ...
Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...
Creating a float variable named lifespan in an Actor Blueprint and setting a default value for it will override the parent class' life span setting. I was unable to find any variable in the Actor cl ...
While working in cascade (also in editor) with particles or stronger emissive values, glowing lights will appear at the edge of the screen. Note With bugs like this they seem to be tied to Radeon C ...
With multiple Preview assets on one bone, only one appears in Skeleton Tree. Regression: YES Working: 4.13.2 CL:3172292 Broken: 4.14.1 CL:3224400 ...
Texture appears flipped when launching on to HTML5. The image appears to get flipped upside down. ...
When in Simulate mode, selecting an actor that is set to simulate physics will cause other actors with Mobility set to "Movable" to no longer move during Simulate mode. ...
When deleting a generated proxy mesh from the HLOD Outliner using the Delete Button while the generated proxy mesh is opened in the static mesh editor will cause the editor to crash. Workaround: U ...
When using a monitor setup where both monitors have a large gap in resolution sizes and using UI scaling on Windows 10, the save dialogues that appear in the engine can appear offscreen in certain s ...
Functions such as BeginPlay that are overridden in a Game Session class do not seem to be getting called. ...