Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
If the user uses the on paint function in combination with the draw text node then the text appears to only at the position 0,0 regardless of what position is specified. ...
Slot Node Names are supposed to be unique, but something broke where now we see many duplicates of the same Slot Names, even across different SlotGroups. ...
User found that our editor mode functions don't do static casts, and thus you can cast to classes that don't share a common base class with the pointer class we're casting from, resulting in some na ...
Licensee reports performance issues with ULevelStreaming::GetWorldAssetPackageFName, repeatedly constructing an FName for every sublevel. Should cache this. ...
Create an actor blueprint with a public variable that is an array of Text & compile itCreate an instance of the blueprint in the worldAdd several text items to the arrayApply instance changes to the b ...
Clearcoat Shader will stop receiving lighting information if any mesh assigned the material using the shader leaves lighting. Also Reproduced in Launcher 4.9 Preview 4, Main-CL-2660934 [Image Remo ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
If the user deleted the canvas panel and then uses the following hierarchy:[]Scale Box v []Canvas panel v []Scale Box v [] Other widget The "other widget" will clip incorrectly ...
If the user has two widgets (widgetA and WidgetB) and they use widgetB inside of WidgetA via the user created section and then they alter widgetB the reference to WidgetB will show a REINST Error. ...