After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...
Attempting to add collision to an EQSTestingPawn class is not possible, as the inherited capsule component seems to override any new collision. Simulating with the inherited capsule will cause the P ...
Render Target is displayed across the client and server. Render target should only be displayed on the player and screen that spawns the actor. Note: Turning visibility off for the render target w ...
Although Asset Tabs will be restored, the option to "Restore Open Asset Tabs on Restart" in the Editor Preferences becomes unchecked after a crash thus causing the user to remember to select it afte ...
When turning on the wifi connection on the device, the game either crashes on the device or it'll freeze for about 15 to 30 seconds. Devices: 5231_S939 (ARM Mali-450 MP4; 4.4.2) - occurs on 2894_G ...
Attempting to add multiple instances of a Scene Component that was created in code and contains a component such as a Box Collider causes the Box Colliders of each Scene Component to be parented to ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
Having accurate velocities from vertex deformation enabled and a SceneCapture2D in the same project will create blurry skeletal meshes. I am unable to reproduce this with an Nvidia graphics card. T ...
The progress bar appears to use scaling when filling from the center. However, when moving from side to side or up an down it appears to mask the image in such a way that it hides/ reveals the image ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...