When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...
Performing a Hot Reload after changing the default value of a property in an ActorComponent that is included in an Actor class triggers an ensure if a Blueprint has been created from that Actor clas ...
When the "Restore Open Asset Tabs on Restart" option is turned on in the Editor Preferences window, closing the Editor while a debugger is attached appears to remove any saved asset tabs from the Ed ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
When a user deletes a Niagara User Parameter within the Niagara System editor window, attempting to create a new parameter with the same name immediately after deletion results in an error. Despite ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
If a custom code based enum is used inside a blueprint, doing a hot reload will break the nodes by assuming they are of a type other than enum. ...
Calling a Multicast RPC from a Player Controller creates a new Player Controller on the Client. In 4.7.6, this results in a repeating log warning: "LogPlayerController:Warning: Calling IsLocalContro ...
The names of dynamic parameters in material layers do not seem to update from material instances. ...