The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
When a variable is set to Skip Owner replication, it is still being replicated to the owner in a packaged game. This is inconsistent with the behavior in the editor, as testing this using Play in Ne ...
While TMaps are not supported for replication, previously one workaround for this was to wrap the TMap property in a container struct. Users could then implement a custom NetSerialize function for t ...
For a child instance inside of the level, the value of a parent int variable will reset if you add a new variable in the child and if there is a function in the parent that has the child as an outpu ...
From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...
When trying to input a Single Precision float variable into a wildcard pin, a "No matching 'Add' function for 'Float (Single Precision)" error will appear. I was able to work around this by converti ...
Since FDeprecateSlateVector2D has been implemented in 5.2, the following function calls will always fail. Therefore, the ImageSize is not updated. This problem does not occur in 5.1. void SBrus ...
When a map is added as a local variable for a blueprint function, the blueprint will failt o compile. Regression: No, same behavior occurs in 4.16.3 Workaround: Setting the key/value pair to int/i ...