Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...
When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...
Gradle AAR import paths need to be absolute instead of relative since the current work directory used to package Gradle is not the same as Ant. ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Nearly all affected project names reference that this occ ...
If you change the DataLayerAsset name or asset path, all Actors registered with that DataLayer will ignore that DataLayer's settings. Specifically, even if you set the DataLayer to the Unloaded stat ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...