If something is executed before a SetActorRotation node on Tick inside of a SceneComponent class BP and then added to an Actor class BP, the physics will lag User Description: When using set rotat ...
The Instanced Subobject values for the Child_BP are same as what the Parent_BP subobject values are changed to before compile and saving both Blueprint Objects. Tested in 4.18.3 (CL-3832480), 4.19. ...
In a Blueprint Nativized Packaged Game a child Blueprint will trigger its parent logic instead of its own when it is called. This was reported in 4.20 Preview 5 (CL-4173640). This issue has been r ...
Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty and prompt it to be saved. This was reproduced and tested in 4.19.2 (CL-4033788), 4.20.3 (CL-4369336), 4.21 (CL-44358 ...
A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...
Loading all the levels selected in the Content Browser and running the aforementioned Python script causes the editor to crash Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22 (CL - 5 ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
The user tried to use the composure pipeline and followed what is written in the Documentation. All the elements and nodes written out in the documentation worked as expected with the exception of t ...
Placing a FunctionalTest Blueprint into a level that contains a landscape component and a sub-level that also contains a landscape component results in a crash when PIE is started. This only occurs ...
When using PerInstanceRandom in the foliage material, the foliage in the editor preview has incorrect "broken" color. In the game preview, color shows up correctly. Reproduced in 4.19.0 CL 3944462 ...