When adding a new variable to a new or existing 'Device Profile' it becomes difficult to close the dialog window. You are unable to click out or press the escape button once in order to close the di ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
Macro functions with exec pins disconnected within the macro do not show logic flowing to macro during PIE ...
Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...
It's currently not possible to prevent notifies from firing by setting their TriggerWeightThreshold. When stepping into the code that fires the notifies I found that the given InstanceWeight was alw ...
If you have a trigger box trigger an ambient audio clip when you enter the box, the audio clip will always play from the beginning even if you have the Start time starting later in the audio clip. ...
When exporting a large file, due to the way the auto reimporter only checks for the number of changed files has remained stable for some given threshold, it can kick in too early even though the sin ...
An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...
When packaging a blank blueprint project in the versions mentioned, it adds the 'Slate' folder content to the final packaged product. I am not sure this is intended as the user does not need any of ...
The experimental feature Blueprint Break on Exceptions does not work with Accessed None errors. To test, create an actor variable in a blueprint and use it as an input to a function without having s ...