See UDN thread. Can we check HasUserFocusedDescendants() so we don't flush keys when the focus is still inside the viewport? ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
https://answers.unrealengine.com/questions/336960/fsocket-problems-with-getconnectionstate-and-send.html We probably need to expose ability to override timeout. ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
https://udn.unrealengine.com/questions/280656/actorcomponentuninitializecomponent-isnt-called-wh.html Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEnd ...
If I select certain objects over by the robot and saint statues, it creates a very weird, blurry floor. That floor causes motion controller lag and motion blur from the rays. ...
If the user uses the save on compile feature and attempts to compile a blueprint, this will cause the editor to crash ...
User Description: "SCurveEditor, class which is used for float ramps, seems to trigger OnCurveChanged events for the underlying curve; however SColorGradientEditor (constructed by SCurveEditor) seem ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...