Casting to the child of a blueprint using the self reference (as the parent) throws a warning. Then placing a self reference anywhere in the event graph of the child by it's self will cause a crash ...
When you assign a Preview Mesh to a Material Instance, save and close the instance, on reopening instance, the Preview Mesh will not retain connection to the Instance and will revert back to its ass ...
When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...
In a transition rule, the time assessed in "Time Remaining Ratio" Node does not include/factor time from the Pin Sequence of the animation node. For instance, if the original animation is 20 frame ...
When you have an animBP with two anim slots (one of which is additive) and are playing the animations via Matinee through each slot, the additive animation takes over and the base animation doesn't ...
Print String does not print to the viewport screen from the Construction Script, even if Print to Screen is enabled in the Print String node. Reproduced in 4.7.6 binary, 4.9 Preview 3, and Main (/ ...
When using static lighting with Reflection Captures, the light sources Min Roughness setting is not honored. This is part of the new update for Reflection Capture Actors to render the light shape ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
If a user creates a struct and then creates a data table that uses this struct, the user can then no longer add variable to the struct due to the engine crashing ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...