Using the HideCategories = (CameraSettings) specifier inside a custom CameraComponent class will cause the editor to crash when the component is added to a blueprint. Restarting the editor will sho ...
Shuffle disproportionately does not shuffle last index in the array when using the "Shuffle Array" node. ...
If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...
If a user sets the light color with a node (Set Light Color) in blueprints, it will use the exact Hex code that is given. However, if the user uses the world outliner to set the light color of a lig ...
UListView, USlider and possibly others don't have ReleaseSlateResources overridden despite having shared pointers to stuff. ...
Can't export more than one LOD level from editor. ...
Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...
The code to extract the FBodyInstance from the overlapping component is incorrectly interpreting the Overlap.BodyIndex as a BoneIndex. This results in incorrect bodies getting the force applied, as ...
There have been reports of users experiencing odd behavior with Texture Streaming in their projects. Comment from user reporting issue: "Texture memory is being eaten up... streaming not functionin ...
Switch on Gameplay Tag does not acknowledge changes to Gameplay Tag variable in Standalone game. ...