The Difference node no longer updates after the first call. It appears to save the values passed into it on it's first call Note Possible workaround: If a clear node is used on the difference node ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
When a function takes an interface as a parameter, calling that function from a blueprint implementing the interface does not recognize the parameter unless the blueprint's parent class directly inh ...
Packaging fails in a C++ project when the Project Name field (Project Settings->Description->Project Name) contains an apostrophe. I've attached the logs from the 4.15 version of the project. Thi ...
Workaround: Navigate to and open the newly-created level in the Content Browser prior to LaunchOn. After using the Save Current As tool, Game runs into error when trying to LaunchOn. Editor display ...
By default in a new project, Launch On creates a WindowsNoEditor build, but the WindowsNoEditor*.ini settings don't seem to override the Default*.ini settings. ...
Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...