Destroy Component node does not destroy decals when called. ...
If a Material Parameter Collection with a Scalar Parameter is used within a material and that material is called within a widget the scalar parameter will render with a 0 value, even when set to ano ...
Actors disappear when multiple actors are selected and are moved from multiple sublevels to the persistent level at the same time. ...
Dithering appears aggressive and has a screen door-like effect when using the new Landscape Lightmap in combination with Foliage LOD changes. Owen Stupka attempted to reproduce the issue on his iPa ...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...
Thumbnails for child blueprint are not updated after changing a component in child blueprint ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
Particle Systems spawned via a blueprint are not generating collision. The same system will generate collision if placed directly in level. Also reported: https://answers.unrealengine.com/questio ...
Duplicating a Matinee Actor after having its controller placed in the Level Blueprint and then adding a controller into the Level Blueprint will cause a compile error on compile. *This error will s ...
Character animations do not replicate when the character is attached to another actor. Setting the other actor to Replicate and Replicates Movement does not seem to make any difference. Reproduced ...