The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...
PhysicsBallBP is unable to teleport via a collision volume (with either SetActorLocation or Teleport node). Regression: Error is not present in 4.14.3 but is present in 4.15.P3 Console error descr ...
Note If creating the project outside of Binary, build the project in VS, but do not close it. When creating a new plugin, the editor compiles the project and opens in Visual Studio. If the project ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...
It seems that with 4.20 users are able to change a dispatcher's type from Multicast Delegate to something else (float, int, etc.) Doing so will cause any node that references the dispatcher via call ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
When the order of construction is backwards it makes it impossible to have native objects set up components in OnConstruction, that a child BP Construction Script then has access to. Sometimes the C ...
The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...