Playing a sound (firing weapon) and switching the camera mode will cause the gunfire sound to play twice, once from the weapon's position when it's fired and again as through the sound was coming fr ...
If a multi-line comment is made in a header file using the format /*/ at the beginning and ending of the comment, UHT will fail to compile the project and will display the following errors: 1> C:/ ...
During runtime, a data only blueprint's class defaults tab becomes greyed out and uneditable during runtime. The values for specific instances can still be edited via the detail's pane. ...
A user reported that the Window Position calculation is incorrect with Windows 7 WINVER. The source code appears to be using the calculated left value for the left side of the window, but the calcul ...
Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level. Reproduced in 4.8.3 binary and Main (//depot/UE4/Promotable-CL-2635815) ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...
If the user adds two widgets to a switcher and then tries to drag one out of it the editor will crash ...
SceneRenderTargets.cpp includes LightPropagationVolumeBlendable.h, which means if you disable the LightPropagationVolume plugin and compile, you will get compile errors. ...
Setting a vector variable to editable and showing a 3D widget within a blueprint actor component does not show the 3d widget within a blueprint implementing the component. ...