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 ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
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 ...
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 ...