After creating a few different Blueprints in the editor and adding a breakpoint to a Function, a crash ensues when using Step In to debug the Blueprint. ...
When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...
Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...
Materials on deleted children are applied to the camera when inside of an actor blueprint. This issue does not appear to be a regression. Versions Tested: Issue occurs in all versions Tested 4.16.3 ...
UActorComponent::RegisterComponentWithWorld() does not have a check for bAutoRegister near the end of the function, where it registers the component's children if it was created by the Construction ...
Engine Scalability Settings for Foliage Quality are not applied to foliage meshes automatically. Found in 4.17.2 CL 3658906, 4.18.1 CL 3754814, and 4.19 Main ...
There is an issue where Expandable Area does not respect scrollbox boundaries unless set to fill. This occurs when the scrollbox is a child of another component. This issue does not appear to be a r ...
It has been reported that when building with Visual Studio 2017 version 15.5.1, a warning/compile error is shown in BodyInstanceCustomization.cpp: warning C4287: '<': unsigned/negative constant mism ...
The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...
The editor silently ignores in put from the user when trying to uncheck the setting "Support armv7" (when this setting is the only one checked between the options of support armv7 and support armv64 ...