The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility if the bubble is set to only appear when the node is hovered over. This does not occur w ...
When using a Blueprint Widget that has an image using a material in the User Interface Material Domain will not render when it's a newly created project in 4.11. However, if you were to copy a proje ...
Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...
Sometime recently, the behavior of changing a static mesh changed. A very common operation is to want to change a mesh, while keeping material override. Here I have a sky mesh, and the material is ...
This is a somewhat common crash affecting users in 4.17. They have not provided any descriptions of their actions when the crash occurred. Source Context 110 /** 111 * Walks up ...
-Character no longer jumps to full height when on client when setting maxholdtime to anything above 0 in character blueprint ...
There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...
If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...
Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...
When trying to get CookedFFTData from an audio component in a packaged build it fails despite working in the Editor. This also occurs when you package the project from File->Package Project->Windows ...