When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...
MakeSureMapNameIsValid will take in a FString, look for an asset matching that FString and edit it to match the asset path of the asset found. This issue is caused by the function not limiting its s ...
The Editor will crash when using the keyboard Command-S shortcut to save a Blueprint after adding a node if the Mac is set to use Japanese Romaji input. The crash actually seems to occur as soon as ...
Go To Definition fails for Set and Map Utility nodes (does not seem to affect Arrays). A warning similar to the following appears in the output log:LogSelectionDetails: Warning: NavigateToFunctionS ...
Opening the Color Picker for some color variables causes them to change each time the color picker is opened. Tested with: Light Color and the Albedo variable on ExponentialHeightFog Does NOT occur ...
This does not occur in 4.18.3 at CL 3823254UATHelper: Packaging (iOS): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Epic Games\UE_4.19\Engine\Binaries\ThirdPa ...
When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
I found some typos while going through the readme. 10: "Dewelopment" should be "Development" 33: "Use this settings" should be "Use this setting" 33: "able to server your project" should be "able ...
Packaging a plugin for the IOS platform on a Mac completes successfully, but there are no IOS binaries included in the packaged plugin. Once the package process completes, the packaged plugin only c ...
Using a texture object in material when creating a baked material will result in black material. Confirmed in 4.23 MAIN @ CL 5806859 User also reports "this also applies to the material as seen by ...