Go To Definition fails for Set and Map Utility nodes (does not seem to affect Arrays). A warning similar to the following appears in the output log:LogSelectionDetails: Warning: NavigateToFunctionS ...
When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed. ...
When nativization is enabled, functions in a child blueprint that were overriden from the parent are not called properly. Regression?: Yes This did not occur in 4.19 ...
Users on the forums are hitting a crash on their initial launch of the engine into dx12. There is currently a workaround to load into the project with dx11 first, compile shaders, then youre fine to ...
The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...
Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...
When a Struct is used as a Local Variable in a Blueprint Function Library, the defaults for its member variables are not saved. If, for example, I enter "3" for an Int member, and "Foo" for a String ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but retu ...