REGRESSION: Yes, does not occur in 4.17 When dragging a blueprint component from the Component tree into the graph, user receives an incorrect tooltip message (same one if they attempt an incorrect ...
When a mesh is slave to a master mesh, its morph targets will flicker when Played in Editor. This does not occure with the same assets in 4.8. This has been reported by at least two different use ...
Here you can see two similarly named variables. One contains debug in the name and the other does not. The one that does not was generated after I attempted to rename the variable in the variable pa ...
From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...
In the RigidBody anim node, if the user enables collision while Component Space Simulation is enabled, there will be warnings in the output log saying:Warning Trying to use world collision with comp ...
From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition. Normally this is sufficient, although if you blend between two states A and B such that you interrupt ...
Crash when pressing the Edit Map button for the Rendering Component of the Paper Tile Map Actor. If a new empty map is created first, the crash doesn't occur. User Description: Whenever I try to c ...
There is an issue when using self references with functions as an input. With pass by references on a function, the input has it checked by default; however, a self reference can still be hooked in ...