Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
Using the Set Physical Material for Destructible does not work currently. In comparison with a static mesh physical material will change via key press during gameplay. ...
Although Asset Tabs will be restored, the option to "Restore Open Asset Tabs on Restart" in the Editor Preferences becomes unchecked after a crash thus causing the user to remember to select it afte ...
Slow memory leak occurs after opening Actor Component blueprints. ...
Draw Line in HUD does not respect alpha < 1.0, instead drawing completely opaque in all circumstances. Regression (No) issue (does) occur in 4.10.4 ...
In an actor that contains a scaled root component, it is not possible to change the collision presets on an instance of that actor if you are using the Viewport's Details panel. However, in the blue ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
The user is reporting that, on their iMac, Whenever _AMDDeviceDetached event occurs in the Activity Monitor, the editor hangs utilizing a reported 101% of the CPU. *The user claims this is 100% re ...
If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...
Merge an actor that contains Instanced Static Mesh components will reset to 0,0,0. The Instanced Static Mesh components must be set using the Add Instance node through the Construction Script for th ...