Changing the color and/or opacity setting for a text block does not register with the autokey when animating in UMG. Because of this users are unable change these settings dynamically via the animat ...
Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...
Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...
Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...
Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...
With Pause Event on frame 0, sequence will never be able to resume playing. It appears to trigger the event again. ...
Gradle AAR import paths need to be absolute instead of relative since the current work directory used to package Gradle is not the same as Ant. ...