When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...
Request for an Actor Components Blutility 'Call In Editor' events to be accessible from derived class. It would also be expected to see the Blutility dropdown selection and Run button in the actors ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...
When attempting to reset the location of an actor blueprint instance that was not created off of an empty actor placed at 0,0,0, the location gets set back to the original location of the empty acto ...
If the Preview rendering level is changed to Android ES3.1 Preview during PIE, the editor will crash. ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
Until 4.23.1, the value of the Texture Memory Cube is reduced to an appropriate size. It is explained in the following thread:https://udn.unrealengine.com/questions/398103/index.html ...
UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...
There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...