When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
Subclass disappears from class variable drop-down upon reopening the project. There is a workaround for the issue but it is strange in nature. Opening the level blueprint and adding the node in scre ...
Construction script not updating HISM array count, even when new elements are adding inside of the level. Regression: Issue occurs in 4.15.1 of the binary build Using the same repro steps provid ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...
This is a trending Mac crash coming out of the 4.18 previews. Most of the project titles experiencing this crash mention "AR" It is the exact same callstack and crashgroup as [Link Removed], but th ...
We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...
It appears that FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode. Currently the only variable in the calculation is EvaluationRate which ...