BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
Character jump height is dependent on framerate, where lower framerate can result in reduced jump height. ...
Widget Interaction component cannot be moved while the game is paused. The widget interaction component stops following the mouse when the game is paused (when source is set to mouse) ...
The event "On Animation Finished" does not fire off until a few seconds after the animation is over. ...
If the user alt+tabs out of the editor while using a virtual joy stick in pie, it will cause the mouse to use touch inputs. One example of this would be clicking the content folder which will then t ...
Performance issues when a Render target is added to Spectator screen (VR) in a packaged game ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
The licensee is setting their game to InputModeUIOnly and ShowMouseCursor in the HUD blueprint resulting in the user interface becoming unresponsive when entering fullscreen on a Mac but not on a PC ...
If the game mode is set to game only and "Set Show Mouse Cursor" is set to true some click events appear to get dropped ...
The Compile Single File option in UnrealVS fails if the Engine is located in a directory where there is a space somewhere in the path to the Engine's root directory. REGRESSION: No ...