When setting a preview mesh and a socket to a relative scale, the socket's scale is saved but the preview meshes scale changes. This occurs when the asset is saved < mesh editor closed out < mesh ed ...
Editor crashes after exiting a play in vr session with -Vulkan enabled Exclusive to Oculus Rift ...
When a static mesh that already has sockets created in it's original third party program is reimported into the editor, it's sockets are duplicated. Going from 10 to 20 on reimport. ...
Not Attached particle system is not seen in the viewport of the editor. This particle will be seen normally when PIE. Regression? Yes. This issue is not reproduced in 4.17 version. You can simply ...
A variable with an actor reference that is owned by an actor component will lose it's reference if the actor that it is applied to is compiled. ...
Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference. Current co ...
Cable Component wildly swings around when the World Origin is shifted. Standard physics object are not effected. ...
A user has reported that using a GameplayTagContainer can cause a packaged build to crash when EDL is enabled in certain cases. In this case, if the base C++ class that includes this GameplayTagCont ...
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If I set a certain default value for a struct within another struct, it is reset to "None" and the value is not accepted. Below are detailed steps to reproduce as well as a minimal project. Source: ...