The way in which component (and actor) events are named can result in bindings in a parent for a different event overriding the binding in a parent. ...
There's a bug in the anim bp compiler which results in split pins on animation nodes not being merged properly back onto their parent pin during compilation. The result of this is that any input to ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Packaged game without IOStore never hits this error. ...
Tagged bindings aren't deleted when their object binding is deleted in the sequence. ...
When reimporting a Skeletal Mesh that has LODs generated via the reduction tool, the editor will crash if the Skeletal Mesh Simplifier plugin is disabled. This issue was originally reported on th ...
When loading a new level via the Open Level node in Blueprints, the World Settings do not update the Applied Reverb Effect. When trying to reproduce the issue in 4.25.4, issue did not occur (the r ...
Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...
Not a regression as this also occurs in //UE4/Release-4.25.4 Behavior should work like other BP nodes, where copy/pasting puts the node where the mouse cursor is located. Current behavior is time ...
When adding certain Material Instances to a Skeletal Mesh, the Material Instance break and renders as the World Grid Material. This persists in the project and the Material Instance cannot be used u ...