This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...
When using HasNativeMake or HasNativeBreak, UK2Node_CallFunction is used instead of K2Node_BreakStruct, but UK2Node_CallFunction does not consider the property DisplayName. Collecting the propertie ...
Any calls to UGameplayCamerasSubsystem's blueprint-callable functions has the potential to crash the UE editor or a game project by using the wrong PlayerController or calling it at the wrong time. ...
Naming a custom event string input DisplayName will cause the BP Node spawner to use blank or user-entered data for node listing+creation. Additional Notes: This also occurs when renaming the Text ...
User comments:when i buld light on preview it build light 100% after that when system showing 43% or more after building light engine crash every time, pls help me... thanksDuplicating three Spher ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...
I have copied a project from Windows to my Macbook Pro. It's the first time I try Unreal for OSX. In Windows everything worked perfectly, but in Mac shadows are showing like this: alt text Buildin ...
When attaching a Blueprint CameraActor; who has a child Blueprint component(point light component) to another object in the scene. The Blueprint Actor's Components will reset to default class values ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...