If the user tries to use a font that is really tall the font may get the top portion of the text clipped off. ...
MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...
If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...
After changing the Slot Name field, the Slot node does not update with the new name until you close and re-open the Animation Blueprint ...
When pressing play within the blueprint editor, if you use control & z, it'll revert your changes you've made to the blueprint. Which could cause people to lose their progress in their blueprint tem ...
I make a custom struct and assign default values to it's member floats, etc. When I use that in a Blueprint, the defaults work as expected. However, when I reference it as a local variable in a BP f ...
Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...
When placing a Scalar Parameter into the Alpha position of a LERP you will not get the same results as placing a Constant Value when used in a Post Process Material. Constant Value of 0: [Image Rem ...
A level blueprint that has blueprint functions on keybound events freezes and crashes when in PIE and save is pressed. Frequency: 7/7 Crashreporter: [Link Removed] Note: If all level blueprint n ...
If the user creates a widget blueprint and adds an image with transparency the image will appear slightly darker when launched in HTML5 (firefox nightlie in this test) ...