User created widgets from widgets that are normally not focusable appear to break navigation when added to another widget even when focusable set to true Example: A widget with only a text block in ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...
There is a crash that is occurring for packaged games that use the string tables and nativized blueprints. This issue only affects a packaged build of the game. Testing for this issue did not yield ...
There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...
When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected ...
There are some weird things happening with layout recently, like UE-37541 which doesn't allow the user to save their layout, then reset it to the saved layout. Interesting thing to note is that wh ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
Looks like CL-3215392 added changes in FArchive where the operator<< method for bool is a member operator in Editor (as opposed to a global operator in non-editor and old builds). This causes shado ...