it is possible to connect two incompatible types to an Array Blueprint function node by connecting the Item pin first. The type of Array function nodes is determined by the first thing connected t ...
USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...
Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance:: ...
From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...
Re-parenting blueprint actors do not lose interfaces associated with their previous parent blueprint. Interfaces and interface functions can no longer be deleted from the re-parented actor. ...
FString::CullArray is a static function, but the BP version is still taking a string instance to operate on (which it won't mutate as the function is static), and takes the array as an in/out argume ...
If you disable Support PointLightWholeSceneShadows and try to place a point light in a level the editor will crash. Current work around is put shadows to low from engine scalability settings. Wor ...
When using uncompressed Lightmaps in HTML5, the lighting is rendered incorrectly. Using (the default) compressed lightmaps, generates no error. Also reproduced in Main Promotable-CL-2487422 (Enscr ...
Code for this function below:bool FOnlineExternalUISteam::ShowWebURL(const FString& WebURL) { if (!WebURL.StartsWith(TEXT("https://"))) { SteamFriends()->ActivateGameOverlayT ...
Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint. ...