With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...
After interacting with the "Use Extremes" option in cascade (found in the Init Mesh Rot(Seed) module) pressing the spacebar will start changing the state of the checkbox. ...
A crash occurs when setting the Max Metal Standard Shader version within the Project Settings for iOS. I tested on both Mac and PC and the crash occurs on both machines. Regression? No, this is not ...
When entering text into a node such as Print String, pressing +/- on the numpad will zoom the blueprint in and out. This does not occur on Windows or Mac. ...
Crash occurs when the user attempts to open an anim blueprint containing the Ragdoll node, when Immediate Physics is disabled. ...
The merge actor tool no longer saves additional UVs used for the merged mesh. This was not the case in 4.13, but in 4.14 and later this information is no longer present. Also worth noting is that i ...
Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...
There is a small typo typo in the Material editor. For the tool tip for the apply button, it says, "it's" when it should be "its." (See attached image.) ...
The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...