Changing parameter names on a function that is in use in another blueprint breaks the pin connections without warning if the blueprint is not saved before restarting the editor. See the licensee's ...
According to AnswerHub, Setup.sh will fail: https://answers.unrealengine.com/questions/427889/building-engine-on-linux-gitdependenciessh-no-such.html ...
Error message: Assertion failed: Pose.IsValidIndex(BoneIndex) [Link Removed] [Line: 528] Source Context: 513 const FTransform& ParentTransform = GetComponentSpaceTransform(ParentIndex); ...
Set Array Elem is missing the Item checkbox when connected to an existing array variable that was created separately. The checkbox is present if the Set Array Elem is created off of the array variab ...
Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed ...
Particle systems will appear very blurry once deployed to an IOS device. The particle system looks correct while using the mobile preview. Another important note is that if a static mesh is in the s ...
Calling Get Material Index node with an invalid slot name will produce a return value of -1. Passing this value to a Get Material node causes the editor to crash. ...
After enabling "Support Deferred Rendering with Metal" and then launching to an IOS device (in this case iphone 6+) the game will no longer open and run. REGRESSION? Yes Worked in Binary 4.13.2 C ...
Renaming struct member disconnects blueprint pins. This issue can disconnect all references to the struct, which can be frustrating if you have a lot of references No regression has been performed ...
Defining a ChildActorComponent in code, then setting the component to a blueprint derived from another code class causes the editor to crash when opening the parent blueprint if any changes are made ...