When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...
I could not repro their issue in main. They supposedly recently upgraded to 4.5. I was wondering if you could divide an conquer, and figure out when we fixed this. **EDIT** Was able to repro in mai ...
In an actor blueprint with a scene component blueprint as its root, if you add a child object to the scene component blueprint, and then go into the scene component blueprint and set the location to ...
See licensee description of the issue: The problem appears when I have two instanced materials with the same number of parameters. I've noticed that ShaderMapId has MaterialLayersParameterIDs where ...
Recent changes in the MeshReductionManagerModule::StartupModule() have introduced issues where it won't respect what reduction modules have been set in the config file. This is a big issue for plugi ...
Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false. Checking the code, IsModifierActiveOrQueue() calls FindMo ...
When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
Interface functions inherited after a duplicated actor blueprint is re-parented to the blueprint it was duplicated from cannot be deleted. Note that the inherited function can be deleted in a new ac ...
Having a blueprint open during PIE causes a significant drop in performance. Having multiple blueprints open can almost render more complicated projects unplayable. The user has reported 120 fps wi ...
Plugin fails compile in 4.11 / 4.12 due to redefinition of class/struct type (locally). AH user reported LNK2005 error when compiling in 4.11 Regression: YES? - Project with the attached plugin co ...