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. ...
Changing a variable of a component with an instance of BP derived from StaticMeshActor or SkeletalMeshActor attached to another actor will cause that variable to be read-only. It did not reproduce w ...
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 ...
UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage creates a proxy object and immediately calls PlayMontage. If the montage fails to play (no mesh component, no animinstance, Montage_Play it ...
Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...
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. ...