Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
Child Actor component is duplicated in Standalone Game. No other play modes or packaged game are affected. The additional actor will disappear after 1 minute. *This is a regression: Doesn't occur ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
Landscape holes have collision if the mip level of the landscape is changed from 0 to 1. ...
Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...
In Shootergame, adding a widget to the Viewport causes the editor to crash after PIE then re-opening the blueprint calling the widget. Additional Notes: This was repro'd in both main and Github. L ...