Set Vector Parameter Value on Materials doesn't seem to have an effect in packaged games if used in the construction script. Using it on Begin Play works as expected. This did not occur in 4.14.3. ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
When using TMaps within a function in blueprints & then compiling the blueprint causes a warning to be created in the output log. In some test cases it only occurs with a local function TMap variabl ...
Setting the `bUseClientSideCameraUpdates` property in a `PlayerCameraManager` class to false can result in a crash in the Ansel plugin because `GEngine->GameViewport` may be NULL. Another user has ...
A warning is appearing in the output log during PIE when an actor contains a Physics Constraint component that does not have any constrained components set. This did not occur in 4.15.2, this is a ...
After adding a class based on "Hierarchical Instanced Static Mesh Component", any attempt to hot reload, from Visual Studio or within the editor, causes the editor to crash. Regression: No - crash ...
The change to make the grab handle a uniform size in CL# 3319966 changed the distance from the top of the node to the pin, which breaks a part of their primary purpose, to soothe OCD misalignment is ...
There is a typo in the Pick Parent Class for blueprints. It is in the description for the pawn. The word receive is spelled receieve. ...
The HeightLerp node in the material editor has an input pin that reads "Transistion Phase (S)" - Transistion seems like a typo for Transition (without the second 's') ...
Editor crashes when a widget's tick contains a breakpoint at a print string node. Based on 4.16 warning message, this appears to be caused by the text attempting to draw when no draw buffer is avai ...