If there is a valid specified "Map Directory To" we should use it instead of overriding it with the source folder mount point. ...
Dialogue text appears behind screen space widgets ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
Using the HighRes Screenshot command in a shipping packaged build crashes the game. This issue does not display a callstack or the crash reporter, simply a message that says fatal error then closes ...
Engine crashes when CharacterBP is dragged into the Shots track and Spawnable is checked and unchecked when character animation Blueprint has a SubAnimInstance set up. ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
When a blueprint inherits a TMap variable with a UObject* as the value, compiling the blueprint causes anything set for the value to rest to "none" Workaround: Adding the TMap through the editor re ...
Changing the variable name of the parent Blueprint also effects the changes to the child Blueprint, but the Dirty result changes depending on whether it is placed on the level. This means that Child ...
InstancedStaticMesh component element mismatch between in-level and BP editor can cause crash when modifying transform in BP editor. This can happen when a user modified transform in-level actor's I ...