No user comments in crash group 172 const bool bOverrideSelection = 173 GIsEditor && 174 !View.Family->EngineShowFlags.Selection && 175 (MaterialRenderProxy- ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
https://udn.unrealengine.com/questions/236428/bug-blueprints-executing-zombie-code.html Blueprint MyCharacter is based on native class CodeFirstPersonCharacter. CodeFirstPersonCharacter has compone ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP). We can drag an instance of TestBP into the World. If we go back into the Parent ...