Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...
When placing a Scalar Parameter into the Alpha position of a LERP you will not get the same results as placing a Constant Value when used in a Post Process Material. Constant Value of 0: [Image Rem ...
The Child Actor Component cannot be selected in the Blueprint Editor Viewport. Selecting the Child Actor Component in the Components tab is the only way to select the component. Reproduced in 4.7.6 ...
When using a code created function call inside of a blueprint that takes in a pointer to a UBlueprint as a paramter the pin for setting the desired blueprint will cause a compile error when the edit ...
If a user has a list of components with a hierarchy, the hierarchy is lost in the target location if they copy the components to another blueprint. ...
'Greater/Lesser Than or Equal To' nodes do not work consistently with values lower than 1 Note: The issue isn't present with whole numbers (ex: 10 decremented by 1) ...
Borders around edit inline items seem wrong. Inline items get their own dark header bar but nothing at the end of the item so it doesn't appear separate from the next property in the parent object. ...
"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...
When using a Blendable to render SceneTexture:Scene Color into the Post Process, it appears to render as expected in PIE and Simulate, but when viewed in Standalone, Launch On or a Packaged Game the ...
The user named a border "background" then replaced it with a canvas panel. After this they made an image and named it "background" and this cause a crash. Some kind of naming conflict. ...