Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...
Retargeting a skeleton to a looping animation results in the animation skipping at the end of the loop (Appears to miss 1 or 2 frames.) ...
Using the Expand node feature on a macro from a macro library alters the current functionality of other instances of the macros that are in use(even though the macros themselves have not changed). ...
In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...
Content in the Blueprint Templates folders for 4.7 templates (by default: C:\Program Files\Unreal Engine\4.7\Templates) is located in a subfolder with the name of the template. The rest of the folde ...
The joystick on a game controller input will take focus away from what you're working on if the joystick is moved or set in an odd position. ...
This could be a rounding error but if they are both representing the same distance they should match. Maybe truncating a few decimal places and rounding could work. ...
This does not occur in 4.13.2 at CL 3172292 ...
The windows mouse speed settings appear to have no effect on the panning speed in blueprint. ...
Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...