The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
Enabling bUpdateComponentTransformToRootBone in a GeometryCollectionComponent causes broken particles to appear in the wrong location. When that flag is true, the moment the GeometryCollection (GC) ...
Local class type variables do not correctly populate with default value information. Variables of a class type populate with default value information normally. ...
Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp. [Error] "Graph named 'NewFunction_0' already exists in 'bpActor'. Another one cannot be ...
This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...
A G-Sync enabled monitor running @100Hz will drop from 100FPS while working in the Viewport to 50FPS when scrolling through the Editor Menu window. A G-Sync enabled monitor running @60Hz will drop f ...
BP state get dirty if the BP graph have action input event. Regression: Yes, it is not reproduced in 4.16.3 This issue is not related to Blueprint Compilation Manager. ...
When re-arranging an array that has been added to a character blueprint, the array adds an empty value to element [0] and leaves it in a broken state. I tested this using the Level blueprint as well ...
A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...
Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...