Duplicating a blueprint that has a node hooked up to BeginPlay causes the BeginPlay in the duplicate blueprint to target the original blueprint. This does not appear to affect functionality. Occur ...
Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...
A function in a Blueprint Function Library that references another function in that library cannot be saved after closing and reopening the project. The library will save without error until the pro ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
Running the console command r.DebugSafeZone.Mode 0 does not disable all overlays. The issue occurs when setting custom values in DefaultEngine.ini as well. Tested using the following settings: ...
Changing the value of a text struct variable inside a duplicated function that contains a Make Struct node will reset that value in the original function. This does not appear to occur with other va ...
This is a common crash affecting users in 4.16 and has been occurring since at least 4.14 affecting more than 300 unique users. User Descriptionsi made a macro called IsolateYaw and set the input t ...
When packaging a product for Windows (64) with an 'Event Begin Play' node executing a UI sound to play, and changing the Effects Quality within the console, restarts the audio playback for that soun ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...