When an FName is created with a trailing underscore and any number of digits in the range of 1-9 the trailing digits are used as the internal number value for the FName lookup. This results in the F ...
The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...
When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...
If an Arrow component's size is set in the construction script via the "Arrow Size" node it will be set correctly upon compile. However, if the actor is moved in the scene the size of the arrow will ...
This seems to happen with other NiagaraScript. According to Licensee, when this operation is done, it seems that the ID of the parameter is incorrect. ...
If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...
This seems to be because the ModuleUsageBitmask is hardcoded as Particle. Sig.ModuleUsageBitmask = ENiagaraScriptUsageMask::Particle; UNiagaraDataInterfaceGrid2DCollection::GetFunction { ... ...
I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the v ...
"We are trying to add required Game Center assets to our Apple TV project. We are using the source code version of UE4. It seems that the editor UI does not support adding the Game Center leaderboar ...
This wasn't like this in 4.24 (see attached images). If you create a variable Engine.Owner.Position the search will find it however. Found in 4.25 Preview 2. Reproduced in 4.26 Main. ...