See the UDN for sample project. This is caused by the Editor Python sample not using the UMoviePipelineQueueSubsystem, which (when rendering) blocks the Sequencer from auto-binding to PIE. The fix ...
Burst GCs will destroy the target actor if you attach them to the target (FGameplayCueNotify_PlacementInfo::AttachPolicy) and override the decal fade out (FGameplayCueNotify_DecalInfo::bOverrideFade ...
If you make a Blueprint Macro Library that derives from UObject you are then unable to use any functions that require a WorldContext, like Delay. This is because the WorldContext cannot be assumed l ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...
When the boolean is set on a child skeletal mesh, looks like it gets reset Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...
In AnimNode_RigidBody.cpp, PhysicsSimulation->CreateActor() is being passed World Space transforms, when it should be getting Local Simulation space transforms. The licensee has reported that FAnimN ...
SetGamePaused on EventDestroyed crashes the editor on compile. Reproduced in 4.7.3 binary and Main (//depot/UE4/Promotable-CL-2496752) Crash Report: [Link Removed] Call Stack: UE4Editor_Engine! U ...
When importing an Alembic file into the engine, the UV's appear rotated and missing textures for certain faces. This can cause stretching within the UVs which is what is being reported in the post p ...