Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...
Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...
The user wants to express using the difference between SceneDepth and CustomDepth. However, when r.CustomDepth = 3 (Enabled with Stencil), the expression can not be realized because the SceneDepth a ...
Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...
When the Editor grid is enabled, it draws over the wireframe objects. This is especially clear in orthographic views where the grid completely obscures wireframe lines aligned to the grid placement. ...
From what I could see this is different than JIRA issue [Link Removed]. All the selected nodes information seem correct until the NodeObject->Delete(Sequence) in SAnimNotifyPanel::DeleteSelectedNod ...
Whenever dragging and dropping an actor to the Scene, the function UActorFactory:: PostSpawnActor gets called twice. Tested in 4.20.3 (CL - 4433814), 4.21.1 (CL - 4705082), 4.22 (CL - 4708082) ...
An overly generic error message is produced when you have a TArray UProperty that contains a non-blueprint friendly type. For example: UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize) TA ...
Renaming a folder that contains a Read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync. This causes the original folder (which should still exist since the E ...
Ambient Occlusion appears to render differently in each eye when using the oculus rift. This give the user a cross eyed feeling ...