When a Landscape is edited with the Retopologize tool, Dynamic Navmesh is no longer generated. This was also tested with Static Navmesh and yielded the same results. ...
When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
When the user tries to export the Skeletal Mesh of TwinBlast (a paragon character that can be purchased off the marketplace) in 4.23. As of the time of logging this bug it is not supported in 4.23, ...
When clothing data is applied before painting the influence on the section the cloth doesn't simulate. I tested this using the Paragion: Twinblast actionhero skeletal mesh asset. Found in 4.24.1 C ...
User is not able to replace a variable reference in a function with an input parameter of the same type. ...
Should be related to Groom hair simulation (doesn't crash if hair sim is disabled) Also attaching log files from licensee if that's helpful. ...
Tested at X=20,000 with no issue Tested at X=500,000 with no issue Tested at X=1,000,000 issue occurs NOT A REGRESSION ...
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 ...