AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...
There may be an issue with USD prims with time-sampled attributes - or at least an issue of user expectations. When importing from a USDStageActor into Unreal, via the USDStage GUI, if prims hav ...
If two custom classes are created in C++ (Class A & B) and a reference to Class A is created as a member of Class B and initialized in Class B's constructor, the editor will crash once a blueprint o ...
If a camera track has only additive transform track, some functions return uninitialized F3DTransformTrackToken made by default constructor. It causes a rare assertion. Please take a look at F3DTra ...
From my testing, it appears that Shift+F is not detected by the editor. If you map the input action to either F or Ctrl+F, they both work correctly, so it seems specific to the Shift+F keyboard comb ...
When a project with a C++ custom game instance is packaged for Android, the game mode is initialized twice from different paths. Device log files attached ...
Attempting to call LoadAssetDataFromPath with the path set to the default save location (/Saved/SaveGames) ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
Adding an instance static mesh component to a class causes the editor to crash when an instance is added to a blueprint of the class. Regression: Yes - this behavior does not occur on 4.16.3 (CL 35 ...
In an actor blueprint with a scene component blueprint as its root, if you add a child object to the scene component blueprint, and then go into the scene component blueprint and set the location to ...