When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
Performing operations on a Landscape with simplified collision can result in an assertion ...
When multiple components in an attachment hierarchy are copy and paste, the result is the new group has a distorted shape from the original. This issue may be related to [Link Removed] and is affec ...
Description: Appears directly related to using Set Master Pose Component when the target component has cloth Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Lin ...
If an interface contains a virtual function that returns "nullptr", If an interface contains a UFUNCTION that has a TSubclassOf type as a parameter or return value, implementing the interface in a b ...
A collapsed component hierarchy expands when placing a component in Widget Hierarchy panel. This issue seems similar in nature to [Link Removed], but the test case for this issue id different, and f ...
The editor crashes when you Force Delete the vertex painted asset in the viewport from the content browser. This was not a feature in 4.15 therefore not a regression This also happens in 4.17 - f ...
There is extra random bouncing that can last a couple of seconds that does NOT occur in 4.15.2. Sometimes the cube would look like it settled, then randomly pop and bounce again. This happened on b ...
While separate translucency is enabled DOFRecombine will incur a cost even when not using DOF (Scale of 0 or blur size of 0). Maybe we can check to see if those values are == 0 (meaning DOF is effec ...
MI's with StaticParameters always inline their shadermap, even if it has the same FMaterialShaderMapId as the parent. We should skip inlining it in that case, saving cooked disk space and cooked bu ...