bNetStartup for actors spawned by a ChildActorComponent placed into a level may not be set properly, causing references to those actors to not replicate to clients. ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
A black line will appear If a Rect Light is overlapping a mesh while a Directional Light has light shaft bloom enabled. This line will originate from where the edge of the source is overlapping the ...
Upon creation and compilation of a Blueprint Variable of type InputActionKeyMappings, when clicking the "X" to remove the default input key parameter causes the editor to crash. ...
A user has reported that inputting Korean into certain types of text boxes in the editor using an IME results in delayed input. The user reports that this occurs with SMultiLineEditableTextBox in th ...
It should be noted that this issue does not occur if you were to create a new "test widget" (by dragging it from the widget list) every time instead of copying and pasting an existing widget. The i ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
If you call the "GetCameraImage" function rapidly ~10 times, it causes the ARKit camera feed to stop updating. Waiting for awhile or tapping some more seems to bring it back. Tested on macOS H ...
The new event track in level sequences fires the number of times that there are levels streaming. ...
A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...