As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
Packaged plugins that are added to projects that were made with an Engine built from source code will indicate that the plugin .dll needs to be built. If the plugin was created and packaged using a ...
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 ...
With more than one directional light in the scene, ResolvedView.DirectionalLightColor and ResolvedView.DirectionalLightDirection can report the wrong light, or black and a zero vector, while a direc ...
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 ...