FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
When you import a texture that is low resolution (such as pixel art) if you attempt to use it in a UMG image, the filter that you have applied to that texture is not inherited. This causes the image ...
Wrong morph targets are animating in standalone game, but the right ones play in PIE See the Additional Info URL for the user's description (and youtube video) Here is the project: [Link Removed] ...
This user's Function Library will not save. Hitting save returns the following error: Can't save D:/4.7_Projects/EngineTransientBug 4.7/Content/Math.uasset: Graph is linked to private object(s) in ...
When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...
When you push a mobile targeted project to the Nexus 6, the rendering is all sorts of wrong. When you hover over to where the items are, the screen goes black. There is also a large black or cyan sp ...
When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...