FTextLocalizationManager::UpdateFromLocalizationResource is loading LocRes data into a temporary, rather than loading it into a reference to an entry in LocalizationEntryTrackers. ...
Splitting struct pins calls override warning after compiling a blueprint. The warning states that it will be removed once the asset is saved, however upon saving the asset does not disappear. ...
If the user uses Ctrl+S to save while holding the right mouse button the editors camera will then move backwards while pressing the right mouse button ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
If the user uses the save on compile feature and attempts to compile a blueprint, this will cause the editor to crash ...
Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...
Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...