Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time giving the impression changing the layers within the child will override them for the child ...
Version to VersionResultsNew 5.0.3 project to 5.1.1Works as ExpectedNew 5.1.1 project to 5.2Works as ExpectedNew 5.0.3 project to 5.1.1 to 5.2Bug OccursNew 5.0.3 project to 5.2 Bug Occurs The scene ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP). We can drag an instance of TestBP into the World. If we go back into the Parent ...
Setting a Clear Timer node does not stop the named function from firing. ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
A user reported an issue resulting in a crash with callstack pasted below. After a brief investigation I've found that user was able to successfully compile a blueprint where a function taking an ...
User report: With 4.15 using only auto generated LOD's static mesh LOD levels can't share computed lightmaps anymore. This cause severe memory increase and it's making lightmass build times way slow ...