When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
When enabling "Run Construction Script in Sequencer" on a Blueprint Child Actor and having "Rerun Construction Scripts" turned on in Sequencer, the Child BP's properties become inaccessible in Seque ...
When a slate element that uses a png with a transparency the edges have a black outline. When the Widget3DPassThrough material is applied to the widget the effect is lessened, but is the outline sti ...
When you delete clothing data on a skeletal mesh before removing it you cannot apply new clothing data. The engine still thinks that there is clothing data is applied. I tested using the Paragon: Tw ...
The Imported Destructible Mesh chucks are not to scale when compared the original mesh and appear much larger. This was reported and tested in 4.23.1 (CL-9631420). This was reproduced in 4.24.3 (CL ...
When replacing the Tonemap using a Post Process material, the Post Process Volume's Bloom Intensity can only be turned on or off, without varying degrees of effect. Reported in version 4.25.3(CL 1 ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...
The grid in the blueprint editor is not able to be hidden via the Show Grid flag in the viewport dropdown. This has regressed sometime in //Ue4/Release-4.25 as I cannot reproduce this issue in //UE4 ...
After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...
It's possible to have the Audio Meter widget stop responding if you set the Gain really high. It will cease to work as long as the MetaSound window is open. Closing and reopening the MetaSound windo ...