Selected option in combo box is not always fully in view. In the example the selected option (highlighted in yellow) can end up almost completely out of view when navigating through the options of t ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...
OnParticleCollide doesn't return Velocity on every bounce. In code it lists all the return pins trigger 'on kill'; however, all other pins return correctly on each bounce but the velocity does not. ...
The change to make the grab handle a uniform size in CL# 3319966 changed the distance from the top of the node to the pin, which breaks a part of their primary purpose, to soothe OCD misalignment is ...
Making changes that can potentially alter the CDO or other aspects of a UBlueprintFunctionLibrary can cause BP compilation issues with cryptic messages. This is caused by the Owning Blueprint (i.e. ...
There is a typo in the Pick Parent Class for blueprints. It is in the description for the pawn. The word receive is spelled receieve. ...
The HeightLerp node in the material editor has an input pin that reads "Transistion Phase (S)" - Transistion seems like a typo for Transition (without the second 's') ...
Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...
Editor crashes when a widget's tick contains a breakpoint at a print string node. Based on 4.16 warning message, this appears to be caused by the text attempting to draw when no draw buffer is avai ...
Widget component Navigation does not appear to work with "Recieve Hardware Input" set to true. When using the arrow keys to navigate the menu, the focus does not change as it would in the 2D equival ...