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 ...
When using the middle mouse button for panning in a graph editor, the zoom/pan transition effect will not cancel before completion due to manual input, leading to UI/User competition in an undesirab ...
Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...
Unexpected behaviour when painting skeletal meshes with small radius brush. This does not occur with static meshes. Confirmed in 4.25 MAIN @ CL 9730599 ...
If you make a Blueprint child of StaticMeshActor, and set the default scale of the Root Component (Static Mesh Component) to something other than 1,1,1, the scale will not be applied when the actor ...
When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...
Instance Materials are not Created When Importing an FBX. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 9551884, 4.25 CL# 9615021 ...