Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...
Using the option Services->Generate XCode Project fails to update the XCode solutuion. This prevents source files added to the project from the directory to show up in the editor. Regression: No - ...
The FMath::TruncToInt() function takes a float parameter, but some calls to this function pass in a double value. For most use cases, this will probably work fine. However, if the integer values are ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
When a particle system has a ribbon trail it will not render when viewed in a packaged game. Attached sample asset from Content Examples with Ribbon Trail. This issue did not occur in 4.10.4, bu ...
The options to close the CrashReporter window without submitting the crash report are no longer available. I suspect this was an intentional change for Paragon ([Link Removed]), however this is not ...
Pin wires do not connect correctly after collapse to function and duplication. Any node can cause this issue, I used an INT variable because it was quick to test with. Regression: This issue affect ...
When force deleting a dataflow graph with the dataflow graph editor open it will crash the engine. This issue is occurring in Binary //UE5/Release-5.3 @ CL 26560699 This issue is occurring in Binar ...
If something is executed before a SetActorRotation node on Tick inside of a SceneComponent class BP and then added to an Actor class BP, the physics will lag User Description: When using set rotat ...
Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...