Some properties go missing when the Editor is switched to Japanese mode. Specifically, missing under Collison: -Simulation Generates Hit Events -Phys Material Override -Use CCD (See attached screens ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
When a component property is set outside of the constructor (in OnRegister() for example), blueprint instances of the property become read-only if the blueprint default is empty. This only occurs ...
The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...
If a C++ class based on Character has a default value for a variable and the value is overridden in blueprints, the default value will be shown in game rather than the BP value. ...
LuaScriptCodeGenerator.cpp line 82 (https://github.com/EpicGames/UnrealEngine/blob/4.11/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorPlugin/Private/LuaScriptCodeGenerator.cpp#L82) sets a FStrin ...
When a dormant actor gets reawakened and we call TearOff on it, we could expect the actor to get replicated before being TornOff. When these two changes are done on the same frame, the TearOff nega ...
After interacting with the "Use Extremes" option in cascade (found in the Init Mesh Rot(Seed) module) pressing the spacebar will start changing the state of the checkbox. ...
Using a delay node in an event graph of actor using tick when paused will not work. It pauses the delay node. ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...