In FWorldConditionQuerySharedDefinition::PostSerialize, if (Ar.IsLoading() && SerializedObject != nullptr) the SerializedObject is currently only used for debug logging within Link() and is not ...
FindCollisionUV always returns False on Skeletal Meshes User Description: In UE 4.14.0, the blueprint "Find Collision UV" functions doesn't work properly with Skeletal Meshes. While it works fine ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
FCEFWebBrowserWindow::OnKeyDown() InternalCefBrowser->GetHost()->SendKeyEvent(KeyEvent); is processed on the UE4 GameThread, inside the Chromium Embedded Framework (CEF) it appears to call a syst ...
Interface Cast nodes appear to be returned as valid and context sensitive for every possible pin, even ones like floats and integers. Following the repro above, it is easy to place a node but it wil ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
Due to the way input is handled on the MoverExamplesCharacter, including AnimatedMannyPawn, we have a delay in the time between when an input event occurs and when it is ingested by the movement sim ...
Linear Spline Point Type doesn't have expected result User Description: I was following a tutorial from Dokipen (Tutorial) about using spline to create linear arrays. Everything is working fine f ...
If a user uses Alt-tab to change to another window, the ReceivedFocus and LostFocus functions are not called as they would usually be called when using something such as Shift+F1 or Ctrl+Esc. Note: ...
Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...