Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...
When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...
When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...
This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...
By setting an Atlas Group to a newly created sprite, the editor freezes. This feature is most important, even if this issue can only be reproduced by a minority of users. Repro rate: 5/5 Notes:No ...
This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
When using the "Reload" asset action on a String Table asset, any Text variables that reference the string table would break and say "<MISSING STRING TABLE ENTRY>". ...