Changing the color on a component property via the color picker will cause the picker to stop working until it's closed and reopened. This occurs because a property change event is sent out, and the ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
When using a sub anim instance, the instance will continue to update/evaluate even when its value is not currently contributing to the final pose. ...
When attempting to get the vertex color of an instance of of a static mesh that is painted after placing it in the World Viewport. The Editor crashes returning an "Unhandled Exception". The cause o ...
The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...
Copying a gameplay tag variable setter from a blueprint into a level blueprint fails an assert in UGameplayTagsManager::GetCategoriesMetaFromField. ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
Fatal error "UE_LOG(LogObj, Fatal,TEXT("Renaming an object (%s) on top of an existing object (%s) is not allowed"), *GetFullName(), *ExistingObject->GetFullName());" is hit in UObject::Rename. ...
in AbilitySystemComponent_Abilities.cpp, line:844 CancelAllAbilities() does not appear to be working as expected. There is a check before cancelling all abilities. However, this check uses the Cl ...
REGRESSION: No, this occurs as far back as 4.22. Duplicating two nested components can result in the duplicates not being visible in the component tree in the blueprint editor until the user compil ...