Changes in Scale are not replicated on the Client through RPCs. Location and Rotation are replicated as expected. Reproduced in 4.7.6 binary and Main (//depot/UE4/Promotable-CL-2522625) ...
Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...
When Skeletal Meshes are imported with a uniform scale, the attached socket will take these scales and pass it along to any object attached to the socket. This is particularly obvious for users who ...
Looks like the thread died in IM. I think we should re-enable the categories that were removed in 4.6. ...
Spawning a bp, setting the location, and simulating physics in one string will cause the Set Actor Location node to be ignored User Description: One is if you spawn a physics actor which has simu ...
Basically it uses unchecked pointers in couple of places, which in some use-cases simply crashes. ...
There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...
Interface function has the incorrect pin type if referencing self User Description: I have an interface that requires an array of its own interfaces as output. I have that array of interface as a ...
ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...
Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...