Packaging for Android with Shared Material Native Libraries (and Share Material Shader Code as it is required to enable the other setting) results in failure from AutomationTool. Logs attached Reg ...
Adding a USequenceComponent to a code class will cause the editor to crash when the component is selected in blueprints Regression: No - same behavior occurs in 4.16.3 (CL 3561208) ...
When using the left mouse button to click and drag a button, the on drag detected will not fire even when using precise click. This was not the case in previous versions of the engine (Works as expe ...
If a UFUNCTION is declared as both BlueprintCallabl as well as static, with the meta specifier "WorldContext = "SomeContext"", the function does not show up in the list of function calls for any blu ...
When going through the engine content you are unable to select SimplePivotPainterExampleMat Instance's parameter settings if Param button is disabled. If the button is enabled the settings appeared ...
See https://answers.unrealengine.com/questions/853450/417-lighting-build-fails.html ...
If a struct variable inside a blueprint has its node split, changing the variable form one struct to another does not update the split pin. Recombining / resplitting the struct has no affect. Work ...
The UStaticMeshComponent.PreviousLODLevel variable always returns 0 no matter what the last LOD actually was. Regression?: No This also occurred in 4.16 ...
When crouching is set in the CharacterMovement Component, the distance from the character capsule to the floor increases by one unit while crouching. Regression: No - Same behavior occurs in 4.16.3 ...
When using the inputs of a function, splitting a variable and then changing its variable type does not properly update the node as expected. This occurs with any variable type that can be split. Sav ...