After using FMath::RandRange() to initialize elements of an int array in a SaveGame class and then setting all of the values of the array to 0 before using UGameplayStatics::SaveGameToSlot() to save ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...
When using the transform widget in the editor, the Property value of a PostEditChangeProperty() call will be NULL. The transform widget that is being moved in this case is the widget attached to th ...
The Set relative location in construction script does not work when the value is [0, 0, 0] when used it does not set the location back when the specified component is moved, it does work for any val ...
When using a line trace in the construction script so that objects can return a value destructible meshes will not return a hit. This does not affect use in game with PIE or Standalone game, but if ...
'Can Jump' functions differently in 4.13 User Description: "Can Jump" doesn't update in an appropriate manner in 4.13. In 4.12 it would return true while grounded, false while in the air, and the ...
ARSharedWorld fails to package at the build command for iOS with the following messages. Packaging (iOS): [1/4] sh /Volumes/Storage/Workspaces/Release/Samples/AR/ARSharedWorld4.23/Binaries/IOS/ARS ...
Up to UE 5.0, when the "Object Position" node is used in the Material Editor as part of a material with Light Function domain, attempting to compile the material results in the following error: "[SM ...
If after placing a notify on an anim sequence timeline you modify a property that is used in the GetNotifyName function of a blueprint notify in engine version previous to 5.5 (5.4.3 for example) th ...