From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
The elements of an array that are shown in the details panel (below the world outliner) are drawn even when the array is collapsed. This can cause a performance drop when using an array that has a l ...
TextBox(Multi-line) or EditableText(multi-line) in UMG blinks when it meets certain condition in editor. The condition is Both Size to content option for TextBox(Multi-line) or EditableText(multi-l ...
Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint. ...
When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
After creating a Blueprint class and then creating a function inside the BP, then creating another BP that inherits from the parent BP and overriding the original function inside the new Class and t ...
Occurs 3/3 times When 'Export Selected Animations' button is clicked and then canceled, animations continue to be saved. ...
If the user is pressing a button and then uses one of the virtual joysticks the "Is Pressed" node will return false even if the user is still holding down the button. ...
When a Scene Capture Actor is updating the content via an Update Content Node, the Static meshes in the world will flicker or pulse according to the update timer for the Scene Capture Actor. This o ...
MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...