LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
Inconsistency in clickable widgets when a selection is held down . In this example the button widget reacts only once, while the combo box appears to repeatedly fire while the enter key is held ...
Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...
If the MyCharacter blueprint is renamed or moved to a different folder after the project is built in Visual Studios and then the project is saved and the editor shut down, the editor will give a war ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
Using the Show Mouse Cursor command (or BP node) will make the mouse appear in the game window however at that point the mouse does not interact with the game unless one of the mouse buttons is held ...
Timeline name changes do not propagate to related nodes. Refresh All does not rename nodes that reference the timeline, and Getters and Setters are no longer valid nodes. Reproduced in 4.7.2 binary ...
If a static library that is included with a UE4 project is changed, the new version of the library is not used when the project is built again. Instead, the original cached version of the library is ...
Naming an EnvQueryGenerator_BlueprintBase derived BP "NewBlueprint" and deleting it causes new custom generators to not appear in the EQS. This can also lead to a crash when searching for the new ge ...
Foliage is not an asset that you can select through the World Outliner and the "Select" button in Foliage Tool is not working for this case. If you create new foliage, it will be set to scale 0 and ...