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. ...
I make a custom struct and assign default values to it's member floats, etc. When I use that in a Blueprint, the defaults work as expected. However, when I reference it as a local variable in a BP f ...
A level blueprint that has blueprint functions on keybound events freezes and crashes when in PIE and save is pressed. Frequency: 7/7 Crashreporter: [Link Removed] Note: If all level blueprint n ...
The Child Actor Component cannot be selected in the Blueprint Editor Viewport. Selecting the Child Actor Component in the Components tab is the only way to select the component. Reproduced in 4.7.6 ...
When using a Blendable to render SceneTexture:Scene Color into the Post Process, it appears to render as expected in PIE and Simulate, but when viewed in Standalone, Launch On or a Packaged Game the ...
The 'Convert Actor' option in the details tab of brushes does not function. The option is grayed out and not selectable. Note for Core: This button works by looking for the ConversionRoot UCLASS m ...
The user named a border "background" then replaced it with a canvas panel. After this they made an image and named it "background" and this cause a crash. Some kind of naming conflict. ...
This issue also occurs This is the same error as in [Link Removed]. Discovered by a user on AnswerHub, I was able to reproduce this error in today's 4.8 branch, CL 2575437 Attached to his thread ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
Landscape layer blend nodes do not properly update input pins when layer pins are changed from alpha/weight blends to a height blend if the pins are populated during the change. ...