The values printed from the nand boolean node display incorrect values for the specific set-ups with 3 inputs that are in the repro steps. The node works as intended with 2 inputs, and with some of ...
When multiple instances of a Blueprint in a level are selected, any component added to that Blueprint's parent class in code will appear in the Details panel with the words "Multiple Values" and a R ...
If you change focus to the Blueprint Editor (Alt+tab) while a Microsoft IME keyboard is active, the editor will freeze for a short time. The duration of the freeze is dependent on the number of blue ...
When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
Possibly related to [Link Removed]. This affects Static, Stationary, and Movable point lights when upgrading a project from 4.18 to 4.19.2 or Main (tested in CL 4101872). If you click the "Reset to ...
Crash always occurs when executing Visualize Texture Command with Texture id. Looks like GVisualizeTexture.Mode doesn't affect correctly. Workaround: VisualizeTexturePresent.cpp FVisualizeText ...
This is a regression Tested in: //UE4/Release-4.26.2 CL15973114 Binary - Did not reproduced //UE4/Release-4.27.1 CL17735300 Binary - Reproduced //UE5/Release-5.0-EarlyAccess CL16682836 Binary - Repr ...
PIE without compiling child blueprint (3rdSpiderPawn in example) that is attempting to affect an inherited variable will crash the editor. Additional Information: User has several cast to nodes ca ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Masked Materials have become more expensive in 4.13 and internal builds than in 4.12. Images attached for demonstration along with test map using the bush prop from starter content. Tested with ...