Adding a variable of Post Process Settings structure to a blueprint causes the editor to crash when the blueprint is compiled. Regression: Yes - Editor did not crash on compile in 4.17.2 (CL 365890 ...
I have attached the project I used to repro this as well. All you should need to do is reimport twice on the untitled skeletal mesh and it should crash ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
There is issue occurring when changing the font size to a small size, doing this distorts the font when the size is below size 18. It is unknown if this intended behavior for how fonts are resized. ...
Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...
Android / iOS build failed when using subclass(C++) of UGlobalEditorUtilityBase. I had already confirm that the error doesn't occur when subclass(BP) of UGlobalEditorUtilityBase. I suggest that we ...
World-locked stereo layers don't seem to be in the correct place when viewed in SteamVR. In 4.16, if you Subtracted the difference of VR origin location and world origin location and offset the pos ...
When a class contains a FRuntimeFloatCurve variable, compiling a blueprint of the class causes the editor to crash once a key has been added to the curve and selected Regression: Yes, the provided ...
When a class contains an instanced pointer to an object class, nativizing a blueprint with the object property set causes a packaged version of the project to fail to open. ...
There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...