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 ...
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. — ...
Delay nodes no longer fire within a paused actor even if that actor has been set to 'Tick Even when Paused' Removing the delay node from the equation allows the print node to continue firing while ...
From User: When frequently terminating and re-initializing the FConstraintInstance, there appears to be a leak when cleaning up the disabled joint, which leads to an ever growing list that gets sort ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...
We've started seeing a crash in editor when re-importing one of our assets. <pre class="ql-syntax">Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 783] Array index out of ...
at first, a "OpenGL Not Supported" message box appears and then the Editor instantly crashes after the "OK" button has been pressed. I tried again, but this time, passing in the "-opengl" flag. it ...
When unchecking the Occlusion culling option in the project settings, if you place over 1.5k foliage meshes in the world, they stop rendering, the meshes are still present in the level and can be se ...