The bool Replace parameter variable is necessary when calling the function, but is not used inside the function itself. This makes the variable seem useless / unnecessary in the parameter list. ...
When a static mesh that is placed in the scene begins to transition using dithered LOD, The LOD that is being transitioned away from will "POP" in at full opacity for a moment just before the dither ...
When in Simulate mode, selecting an actor that is set to simulate physics will cause other actors with Mobility set to "Movable" to no longer move during Simulate mode. ...
When a particle system component is created in code, the particle system component will appear at world origin rather than parent actor origin if AttachToComponent / SetupAttachment / etc. is not ex ...
Texture appears flipped when launching on to HTML5. The image appears to get flipped upside down. ...
Edits made to a struct that is a member of another struct can cause the parent struct to no longer compile and cause save errors. ...
A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...
A crash that is possibly the result of a circular dependency can occur if a Blueprint containing an ActorComponent with instanced UObjects and a variable that is a type of a child of itself is opene ...
Get Oculus Identity nodes appears to always fail when retrieving Oculus Id/ Oculus Name ...
Changing the default value of a struct that is included as an array in another struct can prevent any Blueprints that use a DataTable made from the second struct from compiling. It appears to be a p ...