If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...
A user decided to test the experimental Unit Test Framework plugin that was included with 4.11. The user discovered that the Editor will crash whenever opening a project that has this plugin enabled ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
After using a "Play Animation", the user cannot set the character back to using an AnimBP via the "Set Anim Instance Class" node. Workaround: Use two "Set Anim Instance Class" nodes. One to set i ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...
The Axis input values for SteamVR motion controllers will increase exponentially by 2 from the moment the editor starts and every time the user enters VR Mode or does a Launch On (eg. Entering VR Mo ...
If a user attempts to 'PIE' within a window that does not currently have focus, the 'PIE' will not execute. The user provided a video on his answerhub post which illustrates the issue clearly. In ...
When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
When you create a latent function in C++ with the FLatentActionInfo first it will incorrectly set up the linkage for the latent info such that it gets linked to the incoming execution pin of the fun ...