When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...
Setting properties for a static meshes Navigation Collision and then reopening the mesh causes them to be reset. This does not appear to occur in 4.14.3. This is a regression. ...
If you change focus to the Blueprint Editor (Alt+tab) while a Microsoft IME keyboard is active, the editor will freeze for a short time. The duration of the freeze is dependent on the number of blue ...
Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...
Crash when setting a named slot widget's name to be the same as another named slot widget ...
Setting a plugin module's type to "Editor" causes syntax highlighting in XCode to break for .cpp files in that module. Setting the type back to Runtime fixes the behavior ...
Get Instances Overlap returns overlap outside of the collision bounds. This effects the Instanced Overlapping Box and Sphere. It is also reproducible with engine assets replacing the Fencing mesh. ...
If a replicated property in a parent code class has the same name as a variable contained within a function of a Blueprint that derives from that parent class, the Editor will crash while attempting ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
A licensee is reporting an audible pop when transitioning between levels with a sound spawned and playing at volume multiplier of 0.0. The original report was a discrepancy between the old audio en ...