Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
When attempting to package this project for a mobile device, the build with fail. I tested in main and 4.7 release and the build will always fail. Project: [Link Removed] Users log: https://ans ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning: D3D11 WARNING: ID3D11DeviceContext ...
Blueprints copied or moved to another level do not retain variable references to other Actors that are also copied or moved. Reproduced in 4.7.5 binary and Main (//depot/UE4/Promotable-CL-2507843) ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
When Using mobile preview in the 4.7 preview build, or in the changelist provided, Dyanmic lighting is not showing shadows when changed to movable. Following the steps below, you will see no shado ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
An occasional crash occurs when adding a sphere reflection capture to the scene from the place mode panel. This issue has a low repro, but has been seen a couple times. Repro rate seems to be around ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...