If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Update Mesh Section incorrectly sets vertex colors for a Procedural Mesh. The closer a colors R, G, or B value is to 1.0 or 0.0 the mor ...
DESCRIPTION: When a destruction mesh has been setup to move to a location or use a lerp if it is destroyed the components will fall, come to a rest, and then the entire destruction destruction mesh ...
The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
The "Find" node can cause a crash if the a map with a struct value changes type while connected, is disconnected and reconnected. Compilation fails and crashes the engine. Found in 4.23.1 CL#963142 ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...