The following console commands do not work when the ConsoleVariablesEditor plugin is enabled.Slate.GameLayer.ViewportSlotVisibleSlate.GameLayer.DebugCanvasVisibleSlate.GameLayer.PlayerCanvasVisibleS ...
Navmesh does not generate correctly around HISM instances when one instance has its transform updated. The most noticeable change is that adjusting the scale of an instance's transform will cause th ...
Opening a module with references to a disabled plugin can crash the editor. ...
The Update Persistent Audio module has a dependency on a Play Persistent Audio module. When there are two modules in different overview nodes, the automatic fix up can put the Play Persistent Audio ...
This problem seems to occur on both CPU and GPU Sims. ...
If you make a Blueprint Macro Library that derives from UObject you are then unable to use any functions that require a WorldContext, like Delay. This is because the WorldContext cannot be assumed l ...
When HitTest(Self/Child) is disabled in RetainerBox, the child widget is assumed to not fire all hit test events. However, in this case, the hit test event is fired in the child widget. This is an i ...
For nodes with an FGameplayTag or FGameplayTagContainer pin, when changing the tag value (Pin->DefaultValue) and triggering Undo/Redo, the pin modification is not undone. Rather, it undoes the previ ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...