Spawning a character using an existing character as a template causes the spawned character to inherit the animation of the original and may lead to a crash. This appears to be unique to character ...
Cable Component width set through the Construction Script isn't reflected in the actor Viewport User Description: When a Cable Component is created within the construction script and then the Cabl ...
The spawnable mesh seems to be breaking when their spawned property is altered. If you uncheck the spawned property in Sequencer, the Details panel also breaks similar to keying the property. This ...
Clearing the value of a native component's instanced property does not update placed blueprint instances of the property Regression: No - same behavior occurs in 4.14.3 (CL 3429277) ...
When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
FString::CullArray is a static function, but the BP version is still taking a string instance to operate on (which it won't mutate as the function is static), and takes the array as an in/out argume ...
Performing operations on a Landscape with simplified collision can result in an assertion ...
When multiple components in an attachment hierarchy are copy and paste, the result is the new group has a distorted shape from the original. This issue may be related to [Link Removed] and is affec ...
Description: Appears directly related to using Set Master Pose Component when the target component has cloth Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Lin ...