Timespan properties created in C++ but set in blueprints are not returning the correct values. ...
Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...
With multiple Preview assets on one bone, only one appears in Skeleton Tree. Regression: YES Working: 4.13.2 CL:3172292 Broken: 4.14.1 CL:3224400 ...
Texture appears flipped when launching on to HTML5. The image appears to get flipped upside down. ...
Functions such as BeginPlay that are overridden in a Game Session class do not seem to be getting called. ...
Using a game mode that contains a custom game state rather than the default seems to be disabling tick for other blueprints such as characters and actors. Whenever the project is using a custom gam ...
When disabling "Should be Visible" of a stream level and then enabling it again, the values of variables in a Blueprint that has been placed in a stream level maintain their value in PIE but reset t ...
Regression since 4.13 due to change in UStaticMeshComponent::InvalidateLightingCacheDetailed ...
When using Application Scale in the editor, using F11 to make the viewport fullscreen results in an either zoomed in or zoomed out fullscreen version. Note: This same issue occurs when using a comb ...
Open QAGame and duplicate Player_RunBlend to Player_RunBlend2. Create an animation blueprint for M_Avg_Base_AnimSkeleton and set it up in the screen shot below. ( "New Var 0" and "New Var 1" contai ...