The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
DESCRIPTION: While using form extended structures enabled for a Destruction mesh one of the meshes will be able to be damaged while any others attached will not fracture or damage at all. For exam ...
UAnimNotify::Notify not called during USkeletalMeshComponent interaction with UPhysicsControlComponent when PhysicsBlendWeight is zero. The licensee has provided his analysis of the code: If USkelet ...
Followings are nodes in the repro project. [Image Removed] Here's a generated code of the BPvoid ANewBlueprint_C__pf1010915279::bpf__NewFunction_0__pf() { uint8 bpfv__CallFunc_GetInt_NewParam ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
Capsule component Shape values can be glitched inside of Actor class bp This effects 4.9.2 and 4.10 Preview 3, however it is working properly in 4.11-2736016 User Description: Alright, so the Cap ...
When using mutliple monitors connected to a Mac the mouse behavior does not function well. Attempting to navigate and drag windows to and from individual displays proves difficult. The user reporti ...
Performing a hot reload after modifying game code (plugin code is unmodified) does not also reload plugin modules. In the attached project, there are some log messages output when the plugin module ...
This bug report was entered as new crash groups appeared linking to [Link Removed] which was marked as fixed for 4.15.1 and the previous reproduction did not reproduce the issue Error message: Ass ...
Having a child blueprint that contains a custom event with the same name as a custom even that it is calling from its parent causes the editor to crash when attempting to compile the original parent ...