It looks like the change to remove the configuration lock may have changed this behavior, too. It's important to set the configuration to Shipping because otherwise users will ship games accidental ...
When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
Request from Licensee: When launch Launching in the editor, it seems that asset registries of platforms other than those specified in Launch are also generated. LogAssetRegistryGenerator: Startin ...
A licensee has reported that opening a packaged game in 4.18 and onward will cause the packaged game to appear on their left most monitor, rather than their primary monitor. This was not the case in ...
There is an extra option for the Planar Reflections with the Primitive Render Mode that appears to have the tooltip legacy. This issue does not appear to be a regression. Versions Tested: Issue occ ...
Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...
Trying to build lighting on a map with high density foliage will fail lighting build or cause the editor to crash. This occurs in 4.15, 4.16, 4.17, and 4.18. There have been multiple reports of this ...
-Morph target cycles through all values instead of only alternating between 1 and -1 -Couldn't reproduce in 4.17 -attached a test morph target asset Link to example video from user: [Link Removed] ...
When trying to change the value of Agent Height under RecastNavMesh-Default it will change back to its default value when you open back up the project. ...
Some information is not retained when compiling an actor if the information was changed via a blutility event. Additional info. Adding a static mesh component to an actor will not be retained on ...