Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...
Emitter Initial Location (EIL)module will cause the emitter with the module to follow whatever other emitter is set. If the emitter being followed has an Orbit module, the first emitter does not fo ...
If the user renamed an Event Dispatch in a blueprint that is being referenced in another blueprint, the dispatch will be renamed but will be treated as a new event. This means the user can place th ...
Watched value of 'Get Capsule Radius' returns the radius of the wrong capsule. The printed value returns correctly, but the the watched value returns the radius of the inherited capsule component in ...
Differences in PIE and Standalone when attempting to set the Material for a Particle system within the construction script of an actor blueprint. I know there are probably some differences in how P ...
With Layered Blend Per Bone, if the bone for Blend Pose 1 is in the hierarchy below the bone for Blend Pose 0, then the Blend Weights have some odd behavior. Blend Pose 0 = root Blend Pose 1 = spin ...
When using a gamepad (Tested with an X-box 360 Controller) if you press and hold a UMG button down and then use the D-pad or another form of movement the currently pressed widget component (In the t ...
When using World Position Offset and pushing verts of a mesh, cracks appear on the surface using WPO when deployed to an certain iOS devices. I used the Mobile Previewer to compare results to how t ...
Inconsistency in clickable widgets when a selection is held down . In this example the button widget reacts only once, while the combo box appears to repeatedly fire while the enter key is held ...
When attempting to get the NumPublicConnections or NumOpenPublicConnections, they are always returning 0 when using SteamOSS. ...