Certain files for building menus is calling the wrong extenders List of known conflicting functions:FSkeletalMeshEditor::ExtendMenu() [Engine\Source\Editor\SkeletalMeshEditor\Private\SkeletalMeshEd ...
If you open a material with the speedtree node plugged into WPO and then use a texture coordinate(index of 2) in base color the material will no longer compile properly. The full error is "Error [ ...
Local blueprint variables do not appear to be displaying their tooltips when Get or Set. This is inconsistent behavior, as adding a non-local variable displays the tooltip when Get or Set. ...
In the Cloth level in Content Examples, there is some inconsistent behavior with Owen's trench coat. The coat tails appear heavy (they don't trail behind the character's movement), and the straps a ...
In the Cloth level in Content Examples, the cloth meshes at display 1.6 (Self Collision) are spinning and are being lifted into the air. This isn't consistent with the same assets in //UE4/Main. ...
It appears that users cannot change the original casing used for parameter names after they have been set once. ...
In BaseEngine.ini,Comment says "DerivedDataBackendGraph is the default graph" - this information needs to be updated to mention that launcher installs of the engine would use "InstalledDerivedDataB ...
Font rendering for some Japanese fonts is not working reliably, in terms of font height. In some cases, vertical truncation is happening, and in other cases font displays extra vertical space. ...
If you have a collapsed graph with user defined structure as output, and if the output pin is split, the BP always crashes the editor after you reopening the project. This can also happen in level b ...
Implemented interfaces are not added to the list of assets to nativize when the blueprint class that implements them is flagged for nativization, saved, and compiled. This results in a package failu ...