If a Media Player's "On End Reached" event is present in a Level Blueprint, even if it is not being used, packaging the project will fail. An error is thrown and a callstack is given. Please see the ...
Adding a output pin to a collapsed graph through dragging it on adds it to the list of inputs and doesn't update the input/output nodes. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 43 ...
When CopyActorProperties is used with a target being a template such as a blueprint, it can copy and serialize EditInstanceOnly Properties. ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...
Blueprint Structure tooltip edits get discarded. Current workaround is to make a secondary change that is not needed along with the desired change, Then edit it again to remove the secondary change. ...
Volumetric lightmap holes appear every fifth build. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...
Selecting all descendants of a folder hierarchy in the world outliner doesnt accurately show what all is selected. This does not always occur and is a visual bug. The items in the level are still se ...