When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
[NickW] This needs to pull the Play Bounds from Vive. The old soft / hard bounds system appears to be partially deprecated The Get bounds node does not appear to return the correct in game chaper ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...
Adding elements to a TMap<int32, int32> causes the editor to crash if the TMap has a default value associated with it. Tested in 4.22 (CL - 4753647), 4.23 (CL - 7445012), 4.24 (CL - 7605614) ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...
When transitioning from AR map/pawn to Non-AR map/pawn the direction the phone is facing is applied to Non-AR pawn. Only occurring on Android/ARCore Also tested in Main CL #4229747 Tested with Pi ...
Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...
At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...
Vertex Fogging setting causes skybox material on large skybox mesh to not be rendered. Confirmation for 4.25 blocked by [Link Removed] ...
The TUnion copy constructor causes the editor to toss an assert due to it claiming that the passed in TUnion is of an Unrecognized TUnion subtype. ...