Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...
Local Vector variables in functions do not save the Y and Z values. Possibly connected: after entering the X value, pressing Tab does not move to the Y value. Tabbing from there works as expected. ...
When you have a character in a level and if you setup the blueprint of the character as shown below, the rotation of the character will differ when played Standalone vs Selected Viewport. Photo of ...
Blueprint's with an instanced static mesh that has instance components added via construction script will fail to build lighting correctly when the pivot is placed outside the lights radius. This ...
When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...
I user was using a function to set button styles and they found that this would cause their editor to crash when trying PIE ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
Defaults for variables of asset/object/class type do not show up in the defaults panel in User Defined Structs. This severely limits their usefulness as a data definition. ...
**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...