When using a child blueprint that calls a parent blueprints tick and its functions, The event is not being called if you package the project for shipping Win (32-Bit) Pictures of the Parent BP are ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not. I could not repro this behavior with non-native component ...
When a C++ project is named Test on a Binary version of the editor, the project will fail to compile. I'm assuming this is from the editor seeing a precompiled header from another file in the engine ...
When a class is edited / hot reload preformed, code based components are sometimes removed from the MyBlueprint > Variables section and cannot be dragged from the Components tab into the graph with ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
Occurs 5/5 times *Regression *does not occur: No Retargeting Pose From Mesh node in //UE4/Release-4.27.2. Retarget Pose From Mesh node does not retarget when used with Source Mesh Component and Sk ...
At specific distances from a thin wall, surfaces inside of a sealed chamber can receive indirect lighting from outside, leaking light into the chamber. This appears to be due to how SWRT handles sa ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
Dynamically loaded animation blueprints do not work within packaged product. Download the pre-made project from here: [Link Removed] ...