When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...
The editor crashes with an ensure in the output log when Vector Field flag is toggled on in the show options of the viewport. LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: E ...
Calling a Multicast RPC from a Player Controller creates a new Player Controller on the Client. In 4.7.6, this results in a repeating log warning: "LogPlayerController:Warning: Calling IsLocalContro ...
Import the attached speedtree asset. The material view will be glitched. Disabling the world position offset input and reenabling seems to help. This issue did not occur in 4.10.4 and does not occu ...
Creating a second Strategy Game project, and leaving it as the default name (StrategyGame2) will prevent it from being compiled. The compile fails because the files are not properly renamed to match ...
Attempting to add multiple instances of a Scene Component that was created in code and contains a component such as a Box Collider causes the Box Colliders of each Scene Component to be parented to ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
When entering a comment on a Blueprint node, pressing Enter or clicking off of that node both appear to apply the changes made to the comment. However, clicking off of the node does not mark the Blu ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
When attempting to add an array element to an array that exists on a component contained within an actor that is instanced in the level, the editor will crash. This does not occur if an array elemen ...