The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
If a mesh is duplicated within a blueprint components panel, it will be invisible in the viewport, the transform widget will incorrectly align itself and refrain from moving, and if the transform wi ...
Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...
As the size increases on instanced static meshes, they spread further apart, causing unwanted breaks in tiling. This increase is proportionate to the increase of size. Note: Despite the collision ...
Landscape material layers show "none" after generating weight blended layers in landscape paint mode. The landscape layers are painted as normal but do not show that any layer is assigned. ...
If a blueprint has a breakpoint on a node and that node is utilized in PIE, the Event Trace in the Debug Log window will register each action taken by the blueprint multiple times. ...
If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...
If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...
If a static mesh is being used by the foliage tool and then deleted in the content browser, the foliage tool will retain a copy of the object and crash the editor if the foliage window is selected a ...