The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...
This is due to the [Link Removed] encoded UFunction object name passing through UHT into the boilerplate code (*.gen.cpp) that gets generated from the nativized Blueprint's C++ header file. The iss ...
Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...
Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...
We encountered this issue during the Mobile Compat pass for 4.13 4.12 FPS/FR: 60/16 4.13 FPS/FR: 47/20 ...
Giving an int32 variable the specific ArrayClamp has no affect when the specified array is defined inside a USTRUCT(). Variable is able to be set to a value outside of specified struct's range. ...
CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...
Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...
When moving nodes in materials and blueprints using the undo option doesn't undo the movements made by the arrow keys. This issue affects anything that uses nodes on an event graph. ...