Adding animations with a negative play rate (playing backwards) or modifying existing animations in a montage to have a negative play rate causes the timeline in the montage to "squish" and is no lo ...
While the framerate has improved for 4.7 in regards to large amounts of foliage, when a user places a substantial amount of foliage into level and it has at least 3 different foliage meshes, FPS dro ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
Sound queues set to play with "Play Sound at Location" node don't play on a game packaged for IOS. **NOTE** User workaround mentioned that sound will come out from connected bluetooth. ...
When using the delete key to remove a key frame from an animation timeline the entire timeline is removed. ...
Moving an Actor using the Transform controls in the Details panel with Realtime disabled leaves the Widget in its initial location. Clicking off the Actor and then selecting it again restores the ...
Using the sg.ResolutionQuality command in code or the console has no effect in 4.6.1 or 4.7. ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
When attempting to cast a parent actor to a child actor, if the parent uses "self" as the target of the cast the blueprint will compile, but when PIE is pressed a compile error will appear. ...