When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
This is an old bug that looks like it never made its way into JIRA. Adding for documentation. ...
When rotating a camera about an actor the motion blur starts to create blocky/pixelated artifacts around the character in a halo. This can be further exaggerated by moving the actor while rotating t ...
Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...
Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...
Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...
Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...