Renaming a folder that contains a Read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync. This causes the original folder (which should still exist since the E ...
This has changed since 4.21, AOE attacks are not being registered. Paulo S took a look and determined that this is an engine bug: Happens with any radius based attack. What I found is that any Sphe ...
An ensure is thrown when opening a project if a custom Project Setting has a reference to a Blueprint that constructs an object. The ensure can be found in the Callstack section below. Regression?: ...
The reason is simple, the actor names is not the same as the metadata name: [Image Removed] ...
Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes multiple BuildTrees to be created and run asynchronously at the same time. Tested in 4.21(CL - 4613538) How t ...
Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...
When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...
Including files with a .cc extension instead of .cpp in a code project used to build fine in Visual Studio. This is no longer the case in 4.21.2. The error message that results indicates that only C ...
When switching from Scene Depth Collision to Distance Field Collision for a GPU particle system the preview window flickers, but returns back to normal when switching back to Scene Depth. Found in ...
Force feedback does not strengthen when expected on IOS. It stays the same regardless of where the pawn is on either the red or yellow squares. Tested on 9753_iPhone 7+ 12.0.1 and 16021_iPhone XS ...