Arrays chosen through a Select node cannot be altered. Note - This is also reproducible using any of these nodes instead of using 'Add':Add UniqueSet Array ElemInsert ...
Calling a child's child in a child blueprint from a spawn actor from class node that is being called back to the child causes an error. Basically, when using the spawn actor node referencing the chi ...
Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...
Texture cube references appear to stay in memory after they have been added to a blueprint. They continue to take up memory even after the variable reference has been deleted. ...
Including "TargetPlatform" as a private dependency of a code project created using the binary version of the Engine prevents the Editor from being able to package the project for Win64. Removing the ...
When transitioning from AR map/pawn to Non-AR map/pawn the direction the phone is facing is applied to Non-AR pawn. Only occurring on Android/ARCore Also tested in Main CL #4229747 Tested with Pi ...
Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...
When a UV Offset is applied in a RetainerBox effect material, visual artifacts appear only in the editor — not at runtime — if a widget with a dotted preview outline (like CanvasPanel) is placed dir ...
Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...