Toggling a Spline component from an open/closed loop through bp's isn't reflected ...
The editor will pass UAT the -NoCompile flag when building a Blueprint only project, however UBT has been changed to throw an exception if it detects VS2012 as the only available compiler (UEBuildWi ...
When deleting an Anim Notifiy in the Notify timeline, if an instance of that Anim Notify exists to the left of the selected one, it will be deleted instead. If numerous instances exist to the left ...
Edit: Fatal error: [Link Removed] [Line: 1467] Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthfalse for Material Resource M_Base_Advanced_blend! With VF=FLocalVertexFactory, Platf ...
Lighting Builds seemingly successfully but produces a Map Check Error for World Settings. There are several things that can be done to "eliminate the issue" and I have separated them into different ...
Acquired a blueprint from a user cannot open it. It crashes project when opening the blueprint "NewPickup" ...
DoesSocketExist always returns false for Sprites in a Flipbook, whether there is a socket on any/all of the Sprites or not. Note: GetSocketLocation seems to work fine, indicating that it is reading ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...
There is a bloom artifact at the top of the bottom player's screen. ...
Tools team notes: Make disabled state hidden. If the user applies an image to the disabled state of a button the button will not reflect this change in game. For example if I were to set the disabl ...