Using an automated script in command line arguments to build project map causes a crash. Note: that it will not crash when 'UseSCC=false' is omitted, but it will not build the map either. Screen gr ...
DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
Adding a Reroute node to a function's array output will cause the Function node to be missing the output. This seems to be only effecting Arrays. Standard variables work fine. ...
When importing multiple SpeedTree assets that use the same material will cause one to import blank (black) materials and assigned. This happens when importing into the same folder, however, if impor ...
The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...
Character::OnJumped_Implementation() should be virtual or users' custom implementations will not be called. If they declare it with "override" their code will fail to compile. Already fixed in Main ...
Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...
If you travel between two levels that both share the same sublevel then the actors within that shared sublevel will not update their positions regardless of their positions being saved at different ...
Objects parented to a Destructible Mesh within a bp will not follow if the DM is simulating physics. ...
Renamed Enums displayed in Standalone game will show the original default name instead. ...