There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...
There is an issue where Expandable Area does not respect scrollbox boundaries unless set to fill. This occurs when the scrollbox is a child of another component. This issue does not appear to be a r ...
In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...
Various settings within the Editor Preferences window get saved within the project instead of the Editor. If someone were to heavily modify their Editor Preferences they would have to set it up agai ...
When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...
UVs are scaled drastically when importing from Solidworks. When comparing it to an Engine Cube and adding a texture to it you can see the difference in UV scaling. The texture will need to scaled to ...
When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...