When a Blueprint is based off of a class that has its root component defined in C++, any components added to an individual instance of a blueprint reset their hierarchy so that they are always attac ...
User Reported Bug Replication Settings no longer editable after event delegate is connected. Doesn't seem to affect functionality, only UI. (replication settings stay as set before plugging delega ...
When attempting to create a destructible mesh from the Engine content folder, using the EditorSphere, or EditorCube Mesh will cause the editor to crash. However, other meshes from this folder such ...
The position of game windows from Standalone Game mode are not saved properly when multiple windows are used. The placement of the windows upon the next launch ends up placing all of the windows on ...
The Orientation setting in the editor for Android phones does not respect the user's settings. Despite "Auto-rotate" being turned off, the orientation of the UE4 app will change if it is set to do s ...
Clients crash when being part of a Seamless Travel if there was an active particle system in the level that was spawned at runtime. If the travel is not seamless, the particle system is placed in th ...
When changing the key interpolation of a material curve in an animation to constant it appears to break the updating of the material after the changes are applied. Until the changes are applied it a ...
Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...
REGRESSION: No, this occurs as far back as 4.22. Duplicating two nested components can result in the duplicates not being visible in the component tree in the blueprint editor until the user compil ...
When setting bUseChecksInShipping to true in the PRojec's Target.cs file, the project will package successfully for Shipping but trigger an assert when it is launched. The error is also present when ...