When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...
ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
1. Create a hierarchy in UMG that has a couple layers deep of children such as vertical boxes that have multiple children that are vertical boxes, widget switchers .. 2. Collapse all children in th ...
From Bug Submission: The variable in the image I attached is unable to distinguish between multiple characters all possessed by the same player controller. So if one character has this variable set ...
When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...
Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
When the "Restore Open Asset Tabs on Restart" option is turned on in the Editor Preferences window, closing the Editor while a debugger is attached appears to remove any saved asset tabs from the Ed ...
Cannot change the Strength value on a Physics Constraint to anything other than the default value in the Viewport Details panel. When changed the editor will pause and replace the value with — This ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...