Copy / Pasting or Duplicating a Widget creates multiple transactions in Undo History. These transactions are labeled "Animatable Property changed.' By default, three Animatable Property changed eve ...
When the "Restore Open Asset Tabs on Restart" option is turned on in the Editor Preferences window, closing the Editor while a debugger is attached appears to remove any saved asset tabs from the Ed ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
I was unable to reproduce this locally, but a licensee reported having trouble creating a local installed build of the Engine with only Visual Studio 2017 installed. The licensee reported that the S ...
There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...
Top Crash in 4.18 release Comment from User: "Picking a color for my shader" Source Context:// NOTE: The following is an Unreal extension to standard shared_ptr behavior 788 FORCEINLINE ...
Placing a FunctionalTest Blueprint into a level that contains a landscape component and a sub-level that also contains a landscape component results in a crash when PIE is started. This only occurs ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...