A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
The blend stack node doesn't generate any values for its DeltaTimeRecord. This can be tested with the fix for [Link Removed] ...
Cutting two tracks in sequencer, which one is attached to another one, and pasting it break with Attach track. By this operation, Attack track loses its binding object. Copying such tracks and paste ...
TextureCollectionParameters in a material assigned to a Post Process Overlay are not overridden by a MID because CopyInterpParameters in Engine\Source\Runtime\Engine\Private\Materials\MaterialInsta ...
Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...