Changing parameter names on a function that is in use in another blueprint breaks the pin connections without warning if the blueprint is not saved before restarting the editor. See the licensee's ...
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. ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...
Compiling a blueprint successfully displays no information in the Compiler Results window. However, if there are any errors, these will show up. This does not occur in 4.11.2 or 4.12.5. This is a ...
Implementing an interface that contains const functions and later attempting to change these functions to be non-const does not update the status of the functions inside of the actor they are implem ...
A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...
Clicking on a Behavior Tree decorator that references an Enum blackboard key will crash the editor if that Enum has been altered in the method described in the repro steps. If you set decorators to ...
A Child PlayerCharacter BP in this project resets its assigned Anim BP to 'None' on restarting the project. The user reports that the Skeletal Mesh will also occasionally reset to None. I have not b ...
Child actor component removed when changing the class of a child actor component. Only the default class for the child actor component is used. If the user attempts to change the class the child act ...
This is a high frequency crash occurring for our users. It appears to be the same crash reported in [Link Removed], however that was fixed in 4.15.0, and the specific repro steps are verified to no ...