When defining an FQuat variable in code, any name given to the variable will be replaced by the name "Rotation" in the editor. Workaround: Using FRotator instead of FQuat gives the correct variable ...
When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process ht ...
Diffing a Blueprint does not currently work when looking at previous commits. The diff appears to be looking at pointer files instead of the actual Blueprint files themselves. When using the Git LF ...
If an AI is moving between points in the persistent level but is located within a sublevel and the sublevel is set to not visible, there is a chance that the editor will eventually crash. Setting Is ...
If multiple assets are open (blueprints, materials, particle system, etc.), deleting one of the assets from the content browser causes all other open asset windows to close. ...
When a blueprint variable is given a category and subcategory then compiled, the variable will show up in the details panel when selecting components that existed when the blueprint was created. ...
When resampling a landscape you are unable to continue painting after applying the changes. ...
The 'Expose on Spawn' inputs when calling the SpawnActor from Class node disappear if you promote the Actor Class to a variable. You would think that as long as the promoted variable is referencin ...
When a particle system has the "Set Tickable when Paused" set to true, pausing the packaged version of the game causes the game to crash. CrashReporter: [Link Removed] ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...