When adding comments to Blueprints with ":" or "=" symbols at the end of the comment results in searches not working. Searching for "todo:" will not work but removing the ":" results in a successful ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
Using the Expand node feature on a macro from a macro library alters the current functionality of other instances of the macros that are in use(even though the macros themselves have not changed). ...
When toggling level visibility in the Levels tab and the Details tab is also on the window it will jump over to the Details tab. This was tested with other tabs and when toggling visibility it remai ...
Widget component disappears on Compiling the Widget blueprint. If an actor is using a widget component and the corresponding widget blueprint is compiled. The instance of the widget component in the ...
Assigning a soft reference in a blueprint and attempting to resolve it as an object/class while nativization is enabled causes the packaging process to fail. A sample project was provided by the use ...
When using SceneCapture2D and trying to edit the "Primitive Render Mode" (found in Details panel, Scene Capture) you can select the "Render Scene Primitives (Legacy)" and the "Use ShowOnly List" opt ...
Preforming a hot reload causes placed actors to lose code based variable settings. More repro steps: 1. Open UE4Editor.exe 2. Create a First Person Code project 3. Build the project for Developme ...
Hovering the mouse cursor over the Invalidate node in Blueprints to get the hover text brings up the same text as the Is Valid node. ...
There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...