The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...
Properties that uses DOREPLIFETIME_ACTIVE_OVERRIDE (ex. RepRootMotion ) will also skip replication when an actor channel is newly opened. This means that if the variables on the server side do not c ...
Diffing a Blueprint does not currently work when looking at previous commits. The diff appears to be looking at pointer files instead of the actual Blueprint files themselves. When using the Git LF ...
\Engine\Build\IOS\AppleWorldwideDeveloperRelationsCA.pem is out of date. This causes a warning to appear when submitting app. Workaround: Install latest WWDR ( https://answers.unrealengine.co ...
When declaring a variable to be private, any instances of that variable being changed in child blueprints (before hand) will remain as they were before the variable was declared as private. However, ...
Regression when using custom stencil with in-editor mobile preview. This does NOT reproduce in MAIN at CL 9730599 ...
LyraHealthComponent has an OnHealthChanged callback that is executed whenever a character takes damage. One of the parameters is Instigator, but that is never set properly in the current version of ...
This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...
Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...