Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...
If you begin a variable name with a space, attempting to copy any instances of that blueprint will prompt an error warning: "Unknown property in <BlueprintName>: <VarName> = <Value>. Found in 4.9.2 ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Looks like we're either using the wrong scene for world support queries or more likely query geometry is being added as static geometry in the NxScene and being picked up for world supports (this is ...
If a static mesh component is added to a scene component class and the scene component is added to an actor - the static mesh that is assigned in the blueprint will not show up in the blueprint edit ...
If a macro that contains an enum and enum output is called within an event graph, the enum will show a direction mismatch error upon placing a copy of the macro into the event graph and recompiling. ...
When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...
When repackaging the same project over and over again for HTML5, the Utility.js folder doesn't delete/clear during the repackaging process like it's suppose to. ...
If the user creates two NavArea Blueprints (one in the content folder and the other in a developer folder) if one is inside of a developer folder then it will appear to have no affect when it comes ...
Attempting to compile anything in the editor (blueprint, widget, level bp, etc) will cause the editor to crash. Project Link: [Link Removed] Crash Reporter: [Link Removed] Note This has only been ...