If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...
If you 'Save All' after renaming an asset after it's creation, without any saves prior, it will appear in the windows explorer's content folder but will not be visible in the editor. ...
Changing the Pin Type on the 'Select' node can cause errors with pins that have been split. ...
Render Target Material is clipped as an Image within UMG when attempting to set to fullscreen while playing in Standalone mode. The interesting thing I noticed about this bug is that the issue is n ...
Semi related to [Link Removed], however on windows it fails to package when file path of project has Cyrillic characters in it. If you move a packaged project to a file path location with cyrillic ...
When using a delegate variable as a function parameter, dragging off of the delegate pin of an associated function BP node to create a custom event will create a default custom event without the inp ...
Unable to import a sound file shorter than 1 second in length. The two sound files attached are the same sound, but one has been extended to at least 1 second long and successfully imports. ...
Sweep on Set Actor Location is ignored for all components that aren't the Blueprint's root. Reproduced in 4.7.6 and Main (//depot/UE4/Promotable-CL-2568226) ...
2 minute (or more) hang and high memory usage when adding assets with large textures. The memory increase can be up to 3 or 4 GB when none of these assets(or referenced assets) take up nearly that ...
If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...