Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
After some extensive testing, I could not find any reason why the material function LocalPosition node was failing to compile and defaulting to the world grid material when Packaging for HTML5. I a ...
If a variable is moved to a category outside of the default and then the user compiles the blueprint then the category will be erased and the variable will be put back in the category it was origina ...
ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...
When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...
Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...
Using the FEditorModeID for the different editor modes does not affect actual modes available in editor Modes tab. Example: Command "Mode EM_Foliage" does not switch to the foliage mode Workaround ...
When compiling a blueprint derived from a Camera Component with PostProcessSettings showing in the details panel the Editor crashes. This does not occur in 4.17.2 (3658906) so in addition to a crash ...
When SphereTraceByChannel has a radius greater than the Character CapsuleComponent it causes the SphereTraceByChannel hitbox to register to the Character's origin point instead of the static mesh it ...
In UEngine::TickWorldTravel, in between calls to LoadMap() and LoadMapCompleted() it is possible that an error causes PendingNetGame on the world context to be nulled out (presumably by CancelPendi ...