In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...
After staring a new, blank project, and adding a generic blueprint actor, the editor crashes after you add a "Get Landscape Material" Proxy to the event graph within the blueprint. ...
When deactivating a reverb, it's removed from the Activated List, but doesn't get removed from being the active reverb. Confirmed occurs in 4.27 and 5.0 ...
This is a regression tested in //UE4/Release-4.27 CL18319896 Changing a Mesh's Build Scale doesn't update the Mesh's Bounding to the same scale. ...
Undoing dragging trims doesn't undo the trim [Link Removed] ...
Source: UDN ticket Stepping through, when SetSubmixSendSettings() is called on the SubmixSendVolumeComponent, the SubmixSendSettings on the Component initially get changed before the NotifyDataChan ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
Using a shared base material with both a Volume and Mesh renderer causes the emitter to render as a glowing box at the scale of the bounding box. ...