While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
When changing r.ScreenPercentage the final value used for buffer generation is clamped to the nearest 4 pixels to aid in post processing and other steps. During post processing the same calculation ...
From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...
When a public uproperty variable has the meta specifier EditCondition set to respond to a private boolean, a checkbox appears next to the public variable in blueprints. While the checkbox accurately ...
When you have a struct variable that is part of a TMap which is stored in an inherited component, the struct is not editable in the full blueprint editor. It is editable in the data only blueprint e ...
When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...
When a variable of a struct is added to a blueprint, the reset to defaults arrow does not appear when the variable values and struct defaults differ. Note: A child of (or placed instance of) the bl ...
Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...
If you rename a blueprint interface function or event that is used somewhere in a blueprint, it will break the usage of that function/event. If it was a function, it will actually delete all the BP ...
Attempting to procedurally create SplineMeshComponents along the spline of a SplineComponent via a derived SplineComponent class's constructor causes the project to crash. It runs into an ensure mes ...