When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
A licensee has reported that opening a packaged game in 4.18 and onward will cause the packaged game to appear on their left most monitor, rather than their primary monitor. This was not the case in ...
There is an extra option for the Planar Reflections with the Primitive Render Mode that appears to have the tooltip legacy. This issue does not appear to be a regression. Versions Tested: Issue occ ...
Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...
As of 4.18 and onward, collision sweeps related to Character Movement seem to be causing higher tick times than usual. Example project: [Link Removed] Regression?: Yes This did not occur in 4.17 ...
The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...
There is an issue where Editor crashes when calling a "scroll into view" node with missing parameters. This issue should be caught when compiling the blueprint as one of the values should not be nul ...
There is an issue where the Select Node does not Reset wildcard values for its pins. This issue does not appear to be a regression Versions Tested: 4.17.2 - 3658906 4.18.2 - 3794801 4.20.0 - 381396 ...
No comments from user A couple additional crash groups: [Link Removed] [Link Removed] ...
Merge Actor still can create incorrect collision when using merge actors to some spline mesh. This seems to be a mesh dependent issue. If I use different meshes for the spline mesh, the collision se ...