'Greater/Lesser Than or Equal To' nodes do not work consistently with values lower than 1 Note: The issue isn't present with whole numbers (ex: 10 decremented by 1) ...
When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints. ...
This is a common crash callstack that has affected more than 300 unique users since at least the 4.11 release. Other Jiras in the past with similar callstacks include [Link Removed] and [Link Remo ...
Not Attached particle system is not seen in the viewport of the editor. This particle will be seen normally when PIE. Regression? Yes. This issue is not reproduced in 4.17 version. You can simply ...
No user comments in crash group 3127 if (SectionLodsParameter.IsBound()) 3128 { 3129 if (CurrentLODData.UseCombinedMeshBatch) 3130 { 3131 Set ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...