Upgrading a code project from 4.8 to 4.9 results in the selected startup project in the Visual Studio solution changing from the game project to the UE4 project. This results in unexpected behavior ...
Defining an FTransform in code with VisibleAnywhere, BlueprintReadOnly allows the variable to still be edited per instance placed in the level. ...
When inspecting a TMap variable during runtime, the value of the variable is not displayed properly inside VS2015. Screenshots included to show what the TMap variable looks like in VS2013 (ProperTM ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
Tried to add new event in blueprint but crash Crash reporter link: [Link Removed] ...
#ifdef and #ifndef have no affect when used in the header file of a class. Ex: #ifndef MYMACRO UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) float ANumber; #endif ANumber v ...
The pak-blacklist files do not seem to be working fully. While some of the files may be excluded Engine/Content/Slate files are staying behind, which can be seen once you've used UnrealPak ...
When the default click trace channel is set to something other than ECC_Visibilty, the editor does not take the change into account when determining which channel is being blocked. Download link fo ...
'Get Closest Point on Collision" node is used to determine the distance between a primitive component (target) and another specified location (Point) as well as provide the point on the target. Thi ...
The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but retu ...