REGRESSION: No When the user drags off a linked input pin, and adds another pin through the context menu, the two pins aren't automatically linked like it does when the user does the same action wi ...
If three or more actors are saved to a level with the same name in the Content Browser of "none", attempting to load the level (open or right click on umap asset in content browser) causes the edito ...
When using the Add Child Actor Component node with a class set on the node with Blueprint Nativization enabled, the packaged game crashes upon launch. A workaround for this is to leave the class bla ...
When attaching a component to a camera in the Character, setting its relative location is causing the relative rotation to fluctuate by 2-4 degrees depending on the rotation of the camera component. ...
When a character is spawned from a template of an existing character instance, the existing instance loses the ability to read any input. This was discovered when testing the crash fix for [Link Re ...
Crash occurs if the user splits an Output Parameter on a function, then links one of the pins, and then removes the parameter entirely. I could not reproduce this in Main. ...
This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...
If Pause Event is played in second half of Fixed Frame Interval, you can't resume playing. Pause event appears to fire again when trying to resume playback. To expand on the summary, if you have a ...
With Pause Event on frame 0, sequence will never be able to resume playing. It appears to trigger the event again. ...
T.MaxFPS not restored when exiting PIE while Fixed Frame Interval Playback is enabled Regression: YES Directly related to CL:3365017, it would seem. Broken: 4.16 Worked: 4.15 ...