When selecting actors in the scene they get filled with an orange color rather than the typical orange outline. This is unrelated to the setting "Selection Highlight Intensity" as the bug will sti ...
In the Level Window, Sub Levels which are nested inside of a folder will lose their hierarchy upon changing their streaming methods. ...
Same issue as in [Link Removed], only this is a different node implementation that attempts to replicate similar behavior. There are a couple differences in behavior here though; notably, that the c ...
The crash is due to previous Rename operation, that reset a preallocated array which later FAsyncPackage2::ExecuteDeferredPostLoadLinkerLoadPackageExports tries to use. Before loading change list ...
When opening blueprints, there is a potential memory leak occuring as the blueprint editor opens ...
Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...
When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...
When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...
From a Draw Material Triangle you cannot use a Material calling vertex color and the provided Vertex Color Pins to yield color on the HUD drawn triangle. It will always appear White. [Image Remove ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...