Error given when making an array of delegates. The user can make an array of delegates, however this throws an error on compile ...
From the UDN: "In USceneComponent::PropagateTransformUpdate, even when Transform has not changed, Bounds are updated and MarkRenderTransformDirty is called. I think that judging whether Bounds have ...
It's not possible to configure a BB key selector to accept multiple different types of UObjects. The issue comes from using strings to identify declared key type filters, which doesn't work well fo ...
Static Mesh LODs cannot be removed after import from the Static Mesh Editor unless you have Simplygon installed. Hovering over the tooltip for "Number of LODs" indicates this as well with "Auto mesh ...
Strongly ghosting with temporalAA and dithered plane like below image. [Image Removed] If you use FXAA, this wouldn't occur and also if you don't use a dithered plane, this ghosting also wouldn't ...
The Snap Constraint to Bone button seems to only rotate and change the limits on a constraint instead of also moving the constraint to the bone's location. ...
Attempting to move multiple constraints at once results in the previously selected ones rotating in place instead of moving. ...
Changing the values that govern what bones a constraint is suppose to be a joint between (Constraint Bone 1 & 2) will cause issues where the transform widget is moved to an appropriate location but ...
Set Active node does not appear to work for motion controllers. The node appears to have no effect on motion controllers ...
If you use a 5 character string (hello) to call the Mid function and provide 0 for start, -1 for count, it'll give you the entire string. This should either return an assert or treat all negatives a ...