When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
If there are multiple copies of an input on the graph, when it is renamed, all the connections are broken and rerouted to a single node, orphaning the rest on the graph. I believe this may be a dupl ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Adding a variable to a Structure after packaging then repackaging causes the package to fail. ...
If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...
SceneRender seems to be constantly leaking memory. It only reproduces on MacOS and doesn't seem to happen when I turn off the RHI thread. [Image Removed][Image Removed] ...
In the implementation of FFrontendFilter_ShowOtherDevelopers, the developer folder is determined by whether the asset path starts with /Game/Developers/. However, when "Show All Folder" is enabled, ...
Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...
Currently nodes that use FBoneReference properties (slope warping, anim dynamics, modify bone, and a load of skeletal control nodes) can't have the bone they target changed when using template anim ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...