Loading a blueprint that uses the GetOptions meta data causes an ensure ...
When the transform is actuated for a static component only its pre animated state is saved, but its mobility will be set to movable. This causes its children to become movable as well. When the comp ...
Users are able to name function parameters (in BP and in code) "self" resulting in odd compile errors when in blueprints: "This blueprint (self) is not a bool, therefore ' Self ' must have a connec ...
Disable "Deferred Rendering" option in Movie Render Queue doesn't work and still renders the deferred pass. Currently you have to delete the Deferred Render config option completely to get the expec ...
It appears that changing the Background Color of a widget component doesn't immediately update the widget's render target. Toggling "Draw at Desired Size", however, does get the changes to reflect i ...
From [Link Removed], licensee reports We believe that querying the UIInterfaceOrientation via UIApplication on the game thread is the issue here. We have made changes to IOSInputInterface.cpp and I ...
Niagara mesh particle normals do not match those of static mesh actors. ...
The code executes correctly at runtime, but the tooltip is incorrect. There is logic applied in CallFunctionHandler.cpp that handles the runtime execution, but that logic is missing the the tooltip. ...
Right now when we reimport a staticmesh in python, the given import options are ignored, resulting in the ResetToFbxOnMaterialConflict reimport setting not working. The options given to the ImportA ...
UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...