When creating a new Blueprint Class based on an Actor parent, If you navigate to the Actor's event graph, and right click on the editor blank space; type "Assign on Destroyed" and select "Assign ...
The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility if the bubble is set to only appear when the node is hovered over. This does not occur w ...
Planar reflections notably lower performance in packaged VR project. Linked is an example project and an example package. [Link Removed]. This was tested on a Vive Pro and Oculus Rift(not Rift S). ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
Numerous issues when manipulating destructibles. 1) Changing collision response pre-fracture will not affect chunks post-fracture 2) Changing collisions response pre-fracture will prevent damage f ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...