Instantiation of subobjects does not behave as expected when using the DefaultToInstanced UCLASS specifier. The licensee that reported the issue provided a sample project with some ensures added whe ...
In Windows 10, on a system set up with 2 970GTX GPUs in SLI, the dropdown menues from the main navigation tabs will be offset and to the lower left of the screen when selected. ...
Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...
Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...
If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...
Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the executio ...
When pressing play within the blueprint editor, if you use control & z, it'll revert your changes you've made to the blueprint. Which could cause people to lose their progress in their blueprint tem ...
Cannot "hit" character in example 1.2 of the PhysicalAnimation map in Content Examples Does not occur in 4.8.3 ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...