When setting the foreground color through blueprints at run time for a combo box it does not appear to affect the the selected item text. ...
Altering a key in an event track that contains a struck with a static mesh variable will cause the editor to crash. ...
Outputs from "GetClassDefaults" node will break if a reroute node is used between input and node. Does not occur in 4.18 ...
When using PerInstanceRandom in the foliage material, the foliage in the editor preview has incorrect "broken" color. In the game preview, color shows up correctly. Reproduced in 4.19.0 CL 3944462 ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
Materials are broken when merging a mesh with another that has negative scale Licencee states that bisMirrored in FMeshMergeHelpers::TransformRawMeshVertexData seems to be involved. Does not occur ...
UE_CVLOG_BOX, UE_CVLOG_OBOX, and UE_CVLOG_CONE have problems with their definitions. UE_CVLOG_OBOX calls UE_VLOG_BOX instead of UE_VLOG_OBOX All 3 of these macros also call their respective macro ...
Leap motion hands stop tracking after regenerating skeleton. When opening the asset "hands_lo" the user is confronted with a message that reads "The preview mesh hierarchy doesn't match with the ske ...
When placing a widget in a retainer box that has the clipping setting "Clip To Bounds - Without Intersecting" the retainer box ignores the clipping setting and clips the widget anyway. ...
When trying to delete a Blueprint from a level, if the Blueprint contains a reference to itself, and that is the only reference to that particular Blueprint, a warning will be displayed saying that ...