TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...
Defining a skeletal mesh component in code and attaching it to the root component will not allow the component's details to be editable inside the editor. ...
Text Render Actors do not maintain relative offset when attached to blueprints via construction script. This did not reproduce with other actor types. Types used: Static mesh actors, blueprints, b ...
Changing a blueprint component (adding a function, adding inputs, etc) causes REINST errors if PIE is pressed immediately after compiling without compiling all blueprints that are calling the compon ...
When attempting to deform a landscape to landscape splines, the landscape often does not correctly conform to the spline and will appear through portions of the spline or the spline will "float" abo ...
The Color Picker/Eye Dropper in the Material Editor doesn't register colors from any windows outside of the editor anymore. Changelist #2337679 (Not working here of any changelist created after it ...
When two connected wildcard nodes are attached to a type input of another node, the wire and second wildcard node do not update their data types to match. Image attached. This can only occur when e ...
Licensee reported issue with recent changes to sorting that include volume-weighting. Previously, the sort was just due to priority (which was usually 1.0 and thus the sort was nearly random) and ha ...
If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...