Disabling collision of an actor after an overlap event will cause the event to fire twice This is working properly in 4.10-2674146 User Description: Calling on "Set Actor EnableCollision" or "Set ...
Importing an FBX to the editor on Linux with "Generate Lightmap UVs" checked to true will override UV Channel 0 rather than creating the lightmap on a seperate UV channel. ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
User reports that they've been running into an intermittent crash in Pose Search during Cook. Pose Search attempts to index data outside the bounds of an array. Based on the logs, each asset seems t ...
If a blueprint has a breakpoint on a node and that node is utilized in PIE, the Event Trace in the Debug Log window will register each action taken by the blueprint multiple times. ...
Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...
In the Material Instance, the color picker will change the color when typing in the Hex Value. IMPACT: Incorrect color selection through manual Hex Code input WORKAROUND: Do not ...
TargetArray nodes are reported as invalid if played in Standalone mode and the blueprints they are contained in are not rendered. Playing in PIE however works correctly and all blueprints are rende ...
Difference in force on an actor on a client in a dedicated server scenario between PIE and Standalone. Tested in 4.10 and 4.11. Test project attached. ...