At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...
If you set the Touch interface to none while there is currently inputs being registered, the inputs will continue forever. I also found that if you set the Touch interface to an actual asset the pla ...
Attempting to edit array of instanced subobjects causes the editor to crash. ...
As described in this UDN thread, the iPhone 7 manifests incorrect image aspect ratiohttps://udn.unrealengine.com/questions/403841/ios-arkit-portrait-mode-stretching-on-iphone-7.html [Link Removed] ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
TArray64 RangeCheck prints the incorrect error messages for values over 32 bit. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did occur there, it is not a regressi ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
It looks like UnbindFromSkeletalMeshComponent stops all montages. This is called when the animation section restores its state. https://udn.unrealengine.com/s/question/0D52L00004lun3ySAA/restore ...
This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...