The values printed from the nand boolean node display incorrect values for the specific set-ups with 3 inputs that are in the repro steps. The node works as intended with 2 inputs, and with some of ...
Setting the resolution of PIE to 4K Ultra HD results in the new PIE window going very far out of the bounds of 4K. If you are using two monitors the PIE window will bleed over a good bit into the ot ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...
An error is thrown when adding an action mapping to an Input Mapping Context object. LogEditCondition: Error: EditCondition parsing failed: Field name "bIsPlayerBindable" was not found in class "En ...
Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
If a custom component creates another component in code, the second component does not appear in the hierarchy inside the blueprint menu. It does appear in the hierarchy for an instanced version of ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
The user can not create a return node for a function that only has an execution pin if they create the function via the my blueprint panel. However, if they create a function by collapsing down a se ...