Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...
The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
Packaging a project to HTML5 while Online Framework is enabled seems to cause packaging failures. It produces the following errors from the Output Log: PackagingResults: Error: unresolved symbol: ...
When importing, DataSmith is assigning a scale on the actors, the option to set the import scale is no longer available in 4.21. ie: a 36" item comes in at 96" This was reported and tested in 4.21 ...
Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...
When packaging a project for Windows, Child Widget Blueprints do not inherit bindings. Tested in 4.20.3 (CL - 4369336), 4.21.1 (CL - 4567586), 4.22 (CL - 4572453) ...
This warning appears even when building for Shipping config. It did not occur when packaging for Android. ...
Attempting to run the UE4 Editor using SM4 causes an error to popup stating that "A Feature Level 5 video card is required to run to Editor. AvailableFeatureLevel = SM4, ShaderPlatform = PCD3D_SM4" ...