Encountered an Access Violation crash while deleting an Widget Blueprint with an unsaved Animation Track. The callstack references FSequencer::Tick(). I was not able to reproduce this issue in UE4/ ...
Report with proposed fixhttps://udn.unrealengine.com/questions/428300/world-composition-hierarchy-filtering.html ...
Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...
Overridden custom functions have inputs locked when parent actor is set to different blueprint type. Regression (no) issue (does) occur in 4.12.5 ...
When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...
User reports this work correctly in 4.24, but now no longer works as expected in 4.25.I don't have a clear CL just yet, marking unconfirmed. If you change the settings to use ES3.1 Preview and just ...
Distance Field Ambient Occlusion produces artifacts when using Dynamic Resolution at lower framerates. ...
Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...
In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...
Dynamically spawned objects' collision does not seem to be working in a packaged game when the Cook Blueprint Component Data for Faster Instancing at Runtime option is enabled. Found in 4.14.1. Un ...