Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...
Dynamically loaded animation blueprints do not work within packaged product. Download the pre-made project from here: [Link Removed] ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
Scaling objects via a timeline scales past the intended value when attempting to scale to 0,0,0. Instead of ending at 0,0,0 the scale will be set to an extremely small negative value such as -.0019, ...
When a montage containing two slots each containing animations with root motion is played in editor: When the first slot selected, root motion functions properly with the animation. When the sec ...
When using the event ActorBeginCursorOver the event does not fire off when the cursor hovers over the actor. ...
If a skeletal mesh utilizing a capsule component has physics enabled to ragdoll, when the capsule is moved back to the mesh the mesh will jerk backwards towards the capsule briefly. ...
Download and run the MultiplayerShootout project. Play in editor. Press q to get to the options menu and select leave game. Observe the black screen in the editor viewport. Also notice the stop and ...