When creating an actor, adding a child actor component to it, and setting that child to a Audio Volume the Editor will crash if you try to change any of the Audio Volume settings. ...
"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...
When an instanced UObject property is added to a custom code Component class, changing the value of the property in a Blueprint that includes the custom Component only lasts until the Editor is clos ...
When shift-dragging in the Blueprint graph and ending the drag on a node with a connected wire, the Blueprint graph will freeze up. There is an attached video that showcases the issue as well. Th ...
When starting PIE in a New Editor Window on a Mac, the both the new window and original Editor window will freeze and stop responding to inputs if an attempt is made to change the window to Windowed ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...
Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...
Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...
When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...