A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...
The new auto-convex collision generated (V-HACD) will not work properly with some meshes to generate accurate collision. Using a rounded single piece mesh the accuracy setting will not work at all ...
When attempting to replace references of one blueprint with another a number of error message windows pop up ([Link Removed]) and the editor will crash. This is a regression since it was working in ...
creating an instance of a blueprint and making changes to the instance will not respect "Reset Instance Changes to Blueprint Default" when pressed from Details Pane. ...
If compile is pressed after adding a variable or node to a blueprint component that has a variable referenced within another blueprint actor, the editor immediately crashes. Frequency: 1/1 Crashr ...
If an actor is spawned using game instance blueprint, a packaged .exe will crash upon loading. Frequency: 2/2 Crash Reporter: [Link Removed] ...
Timeline name changes do not propagate to related nodes. Refresh All does not rename nodes that reference the timeline, and Getters and Setters are no longer valid nodes. Reproduced in 4.7.2 binary ...