If a user has a list of components with a hierarchy, the hierarchy is lost in the target location if they copy the components to another blueprint. ...
'Greater/Lesser Than or Equal To' nodes do not work consistently with values lower than 1 Note: The issue isn't present with whole numbers (ex: 10 decremented by 1) ...
When adding a widget (in this case a button) to the screen the right side and bottom of the screen begin to flicker and grow extremely bright. To make sure and reproduce the issue you will need to s ...
Borders around edit inline items seem wrong. Inline items get their own dark header bar but nothing at the end of the item so it doesn't appear separate from the next property in the parent object. ...
"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...
This issue may reference [Link Removed] which was recently fixed with 4.9 CL-2553675. When using the MoveComponentTo node physics do not work properly compared to other methods to move a component ...
When using a Blendable to render SceneTexture:Scene Color into the Post Process, it appears to render as expected in PIE and Simulate, but when viewed in Standalone, Launch On or a Packaged Game the ...
Component blueprints behave differently to normal actor based blueprints with regards to the show 3D widget option when a vector in the blueprint is set to editable. Basically the 3d widget never s ...
In most places in PathFollowingComponent calls to GetActorFeetLocation should be turned into GetActorNavLocation for flexibility's sake. However, it's not trivial and will require some thought. ...
The 'Convert Actor' option in the details tab of brushes does not function. The option is grayed out and not selectable. Note for Core: This button works by looking for the ConversionRoot UCLASS m ...