Typically users are unable to select a structs that reference each other but I was able to find a way around this by manipulating the Do Not Save functionality when closing the editor. Not a regres ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...
Certain values for the PostProcessVolume do not revert back to original values after tracks are deleted from sequencer when in Allow Sequencer Edits Only mode ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
Using the HighRes Screenshot command in a shipping packaged build crashes the game. This issue does not display a callstack or the crash reporter, simply a message that says fatal error then closes ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
When a blueprint inherits a TMap variable with a UObject* as the value, compiling the blueprint causes anything set for the value to rest to "none" Workaround: Adding the TMap through the editor re ...
InstancedStaticMesh component element mismatch between in-level and BP editor can cause crash when modifying transform in BP editor. This can happen when a user modified transform in-level actor's I ...
This is a trending crash coming out of the 4.18 previews and 4.18.0. Users have not provided any descriptions of their actions when the crash occurred. Source Context 597 void UWidget::SetA ...