Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...
When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...
Set Game Paused returns incorrect value when the game is already paused. According to the tooltip on the Return Value (reads: Whether the game was successfully set paused/unpaused) it is expected t ...
When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...