In a LevelSequenceActor, binding the Sequence Player via Details Panel is not firing events related to the execution of the designated Level Sequence Asset. Manually binding on BP (pulling a connect ...
Add support for distance field shadows on Single Layer Water shading model (report of it missing in Fortnite here: https://jira.it.epicgames.net/browse/FORT-217878) ...
Deleting a large number of unused variables from a blueprint forces the editor into windows 7 basic mode until the editor is closed. ...
If the User changes the "World to Meters" setting in the World Settings this will cause the console to appear offset when brought up in VR. Note: the number used was 3600 ...
If the user alt+tabs out of the editor while using a virtual joy stick in pie, it will cause the mouse to use touch inputs. One example of this would be clicking the content folder which will then t ...
When using an axis mapped input action such as looking around with a gamepad joystick, then opening a Common UI menu, the last input axis value will keep firing irrespective of the current joystick ...
If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...
Licensee was having trouble removing widgets from the viewport on End play in the HUD blueprint. They were using Seamless travel for their game mode and they were changing levels with the console co ...
ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
When moving a component of an actor instead of the actor itself, the OnBeginObjectMovement delegate from GEngine is not triggered. It should match the behavior of the actor itself and trigger the de ...