A Pass-by-Reference function input cannot accept a reference to Self. Workaround: Cast from Self to the desired class and use that for the function's input. ...
Looking at several blueprints during play, that add multiple static meshes in their construction script, drastically drops the FPS. As a workaround, I suggested to the user that he should use Insta ...
MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...
Using the shortcut "Ctrl + E" to open the static mesh editor in it's own floating window results in the camera locking in the upward position in the Main Viewport (*not* the viewport of the Static M ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...
If the user has different DPI Scaling set on each monitor, the main monitors tool tips will change size based on the secondary monitor. ...
When you create a project in version 4.8.3, and update it to either 4.10 or Main, there seem to be issues loading the Engine Content Tutorials for FeaturePacks, InstallingiTunesTutorial, and Setting ...
4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...