Dynamic Collections do not display any results upon being created. Please note that opening a project that had a Dynamic Collection already selected may show the results at first. This is only tempo ...
A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...
In UE4.14, the Editor freezes and is unresponsive and/or user cannot use any element of the editor in the second display Regression: this did not occur in previous versions of the Engine: tested in ...
Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
AI Move To Location causes AI to lose velocity each time it is called, resulting in a freeze in movement on each call. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.0 (CL 3106830) Funct ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...
There are lengthy compile times with a blueprint with 50+ instances in the level that contains an array of self references. On lower-end machines, the compile times are upwards of 10 seconds. Found ...
Project World Location To Widget Position node appears to return the wrong screen position when Constrain to aspect ratio is enabled. Enabling Constrain to aspect ratio appears to offset the widget ...
The issue is seen when using a normal navmesh inside of a World Partitioned level. Adding a Nav Modifier Volume to a Level Instance, and placing the Level Instance in the world will affect the navme ...
While testing this issue it was interesting to discover how the surrounding BSP's were affected. They seemed to clip/disappear according to the surface normals of the deleted brushes. There is a si ...