With tile maps, Polygon Collision does not correctly rebuild when using rebuild collision node in packaged game. This issue does not appear to be a regression. Versions Tested: Issue occurs on all ...
When using a Gamepad, there is an issue where input from the controller continues to control editor menus during Mobile PIE session. This issue does not a appear to be a regression. Versions Tested ...
Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference. Current co ...
4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...
Behavior reproduced in 4.17.2 CL 3658906, 4.18.3 CL 3832480 and 4.19.P4 CL 3873914 To run the engine with DX12 I made a shortcut of the UE4Editor.exe found at D:\Epic Games\UE_4.18\Engine\Binaries\ ...
We auto-create a PixelStreamingInputComponent which handles the input coming from JavaScript's emitUIInteraction. This works in a UE4 app with a single level, but it seems that if you change levels ...
Here's a sample blueprint [Image Removed] The lack of implementation FCustomThunkTemplates::SetMapPropertyByName causes this error.#include "Kismet/BlueprintMapLibrary.h"// The fix needs this head ...
Discovered during investigation of [Link Removed]. This is happening because we are not filtering out private parent functions in SMyBlueprint::BuildOverridableFunctionsMenu. With any fix that is ...
UMovieSceneTrackInstance::GetWorld() returns nullptr on Editor, so user can't use any function using WorldContext and Subsystem. The following code change may fix this issue UWorld* UMovieSceneTra ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...