In WorldConditionsEditor, at least DataRefDetails and DefinitionDetails forward declare USmartObjectDefinition without using the class. The uplugin nor the build.cs does not list SmartObjects as a ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
UGameplayDebuggerLocalController::OnDebugDraw crashed with a dereferenced nullptr for CachedReplicator. ...
When you change a section of a Multi-Convex Collision to Slyph and then Select the other sections, Engine will crash.Shift-selecting deleted convex in physics assets causes crash(From PhAT) Tried to ...
I found with a high density of foliage instances, you're able to erase some of them even when Erase Density is set to 1.0 ...
Trying to set the screen percentage does not work when in VR mode. A user used an execute console command to run r.screenPercentage and it worked as expected until the user press Alt+Enter to engage ...
There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...
When creating a Post Process material in 4.19 with a Custom expression that uses FScreenSpaceData, material editor is unable to compile, and material renders incorrectly. This does not happen in 4.1 ...
From the UDN:When setting the PlayerController input mode to "UI Only", all game inputs are blocked/frozen to their current state, and release (ETriggerEvent::Canceled) is not called on them. Any in ...