Changing a variable of a component with an instance of BP derived from StaticMeshActor or SkeletalMeshActor attached to another actor will cause that variable to be read-only. It did not reproduce w ...
The "Get Tangent at Distance Along Spline" node returns incorrect tangent values compared to "Get Location and Tangent at Spline Point", where the spline point is at the same distance along the path ...
If a UFUNCTION takes a pointer to a component as a parameter, the project cannot be built if the component's class is marked as deprecated. The error message that is provided states that the propert ...
When switching between any open software (Maya, web browser) and UE4 while Simulation is running, sometimes the values change on the asset and it starts to oscilate between <-0.6,0.6> or any other s ...
When using a 'Set Timer by Function Name' node with a Function that has an Output parameter it will fail at executing the Function. If the Function is called with an Event BeginPlay node it will fu ...
When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...
Default drag image appears to be offset when using a widget that is created just prior to clicking and dragging. The image starts in the top left and then slides towards the mouse. ...
Child Blueprints with instanced subobjects inherit changes made by the Parent Blueprint's instanced subobjects, regardless of what property they are assigned to. Tested in 4.18.3 (CL - 3832480), ...
When a Blueprint contains multiple layers of nested subobjects, any subobjects below the top-most layer do not have changes to their properties propagate to child Blueprints. See attached project (c ...
In a Blueprint Nativized Packaged Game a child Blueprint will trigger its parent logic instead of its own when it is called. This was reported in 4.20 Preview 5 (CL-4173640). This issue has been r ...