Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...
When the Content/Pak file is outside of the Saved Folder, it'll crash with an internationalization error. But when the Content/Pak file is inside of the Saved folder, there is not a crash. ...
Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...
A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
We encountered a crash when using Anim BP Pose Watches to inspect poses on actors in a PIE instance. Specifically it seems ending the PIE session while the Anim BP is still watching the actor in the ...
Get Constraint Force node always returns a magnitude zero vector. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and was able to get the constraint force, it is a regression. ...
Reproduced 3/3 times. Was not able to reproduce in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. ...