After duplicating a destructible mesh in the level, in the Details panel for the duplicate, the Destructible Mesh setting will be listed as "None" rather than carrying over the mesh set in the origi ...
Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...
When you have a mesh whose origin is distant enough that it places the mesh itself outside the skydome in the Static Mesh Editor Viewport, you cannot toggle "F" to focus on the mesh, thus making it ...
Bone Hierarchy not updated when reimporting skeletal mesh. Now, I get that updating the skeleton hierarchy could be disastrous if you had another mesh using the same skeleton and that it'd be reall ...
When using local in an emitter GPU sprites won't honor this setting with the lock axis module. ...
In PIE games, it looks like this may be caused by the window immediately taking control of the mouse and setting up focus. In networked games, clients call ULocalPlayer::SpawnPlayActor which will c ...
It seems for some reason that animations from the Infiltrator demo, do not export when export is selected from the content browser. Workaround: However if export is selected from persona the animat ...
Clear Timer by Function Name does not appear to be callable from a widget blueprint if the function is owned by a UObject. The Timer clears when the custom event is called by other blueprints, howev ...
The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...
Blueprints with a Destructible Mesh component cannot have the mesh changed via the level details panel. It will not accept any new mesh via selection or dragged onto the slot. The Blueprint itself e ...