Save on compile does not save the level blueprint when compiling the level blueprint. ...
Certain calls made on Begin Play do not function as expected. Users expect BeginPlay to be called when the game is loaded/playable EX: Using GetViewportSize on begin play will return 0 for X and Y ...
The implementation for TUnion is commented out (in Union.cpp) causing it to not function properly. DEFINE_LOG_CATEGORY(LogUnion); has to be added to the user's source file for the VS compille to wo ...
In ParticleComponents.cpp the function UParticleSystemComponent::TickComponent don't not make any call to Super::TickComponent. This causes issues when using it in blueprints, such as not being abl ...
A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...
**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
If the user scales multiple child components and tries to move them it causes exaggerated movement. ...
Sound queues set to play with "Play Sound at Location" node don't play on a game packaged for IOS. **NOTE** User workaround mentioned that sound will come out from connected bluetooth. ...
If the user sets an actor to hidden in game and there is a widget component set to screen space then the screen space widget will not been hidden. ...
If the user right clicks on the AbilityBase blueprint the editor will crash. ...