User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
Add a new Project Setting to attempt to launch project in VR by default (e.g. check this setting OR -vr in the UEngine::InitializeHMDDevices() function ...
REGRESSION: This regressed between 4.23 and 4.24 Assets set directly in a soft object reference pin on a blueprint function are not correctly referenced. ...
The class UFbxExportOption is not specified as a blueprint type, so it cannot be constructed in blueprints. This class is needed for exporting FBX files from a sequence, which means this functionali ...
There is an arrow with a menu that opens when clicked. That menu binds member functions to the widget. The widget is being deleted when the user clicks on the action in the menu, before the action i ...
\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...
Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...
The tooltip for Static/Movable/Stationary lighting in the details pane of the main viewport show odd symbols before additional information points. See attached image. ...
Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...
Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...