Turning on the Use Fixed Frame Rate option for a project causes time-based elements of the Editor to operate at incorrect rates. ...
The OnUnPossess() method of the AAIController class is triggered twice ...
It seems that a Anim BP that generates a warning will break the updating of pins that are connected via fastpath in other parts of the graph. This was reported on the following UDN: [Link Removed] ...
When using a gamepad (Tested with an X-box 360 Controller) if you press and hold a UMG button down and then use the D-pad or another form of movement the currently pressed widget component (In the t ...
When applying a Landscape Layer Blend of textures to the Material Base Color, the preview does not update or shows black instead of how the material is supposed to look. When you disconnect the lay ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
If any SlowTask is canceled by the Editor's user, and later on the "Find in Blueprints" dialog is opened and needs to perform its async indexing task, the Editor crashes on thread FAsyncSearchIndexT ...
The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects. ...