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'. ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
If a struct with a Texture 2D variable is chosen when creating a binding for the brush it can create an infinite number of windows. Note: If done enough the editor will crash ...
When Skeletal Meshes are imported with a uniform scale, the attached socket will take these scales and pass it along to any object attached to the socket. This is particularly obvious for users who ...
Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...
IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance. ...
When using a Blueprint to Spawn an Actor Class then using a Set Material Node, the engine will register a material change but will only show the World Default Material. Also Reproduced in Main Prom ...
The OncTextCommitted event for the Text Box executes multiple times. Testing has shown that it will execute 2-5 times with only one submission. It should only be executing once per time text is subm ...
When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...
Pressing a UMG button and pressing another at without releasing the first causes the first button to release. ...