Connecting an input of a function in a Blueprint Function Library that has a default value to a node will cause its default value to be reset to 0 when the function is called in another blueprint. ...
A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
Packaging failure occurs with nativize blueprints enabled when you have an array of classes and you try to set it with an array from an instance of a native C++ class. Found in 4.15.1. Reproduced i ...
Looks like this is a problem where the Actor is Duplicated due to constructions scripts running. Later, when the duplicate is destroyed all of its components will call RemoveOwnedComponent as they'r ...
Camera Cut tracks don't work in some packaged code projects Regression: YES Working: 3249277 (4.14.3) Broken: 3348071 (4.15.1) Working: 3383544 (4.16 Main) ...
Was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Mips.Num() > 0 [Link Remov ...
REGRESSION: No, this also occurs in 4.15. In the montage editor, the gree montage section bars render behind the black lines of the timeline, making them hard to see. ...
If a component contains a GUID property, and that component is added to a Blueprint in the Editor, that property is not fully generated for instances of the Blueprint. Only the first part of the GUI ...
When adding an interface to a blueprint, only blueprint created interfaces are available. Engine / custom interfaces written in code are not listed. Regression: Yes - custom interfaces are present ...
Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...