Ease node not considered Pure function but has no exec pins. This causes a warning to appear within the compiler results as seen in the attached image. Regression (yes) issue (does not) occur in 4 ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
Moving the file location of the Editor Startup map appears to break the reference to the startup map. The editor fails to find the map and so does not use it for the start up map. Notes: In the ...
Compile fails when the user attempts to launch on to Windows with the Raw Input plugin enabled. Error:LogPlayLevel: xgConsole: Module.RawInput.cpp LogPlayLevel: xgConsole: d:\framework\engine\plug ...
I can across this issue when I was Ad Hocing and wanted to pose a skeletal mesh in a certain way. I imported one into my project and moved a bone, then undo and it was gone. I wanted to check if it ...
Noticing that when I undo assigning an actor it no longer plays back the previously assigned actor. ...
When using the experimental nativized blueprint assets, .exe projects will crash with an assertion failure in the LinkerLoad.cpp Line 3900. This crash will only occur using nativized blueprint asse ...
While Ad Hoc the new features for 4.14, I was testing the feature of converting actors to static meshes. I attempting to convert the cable into a static mesh and I went through the windows and noth ...
Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...
Sequence onStop does not appear to fire off in a packaged project. The functionality appears to be present in the editor, however this does not appear to be the case after packaging. ...