There are two extra "=" marks on the "if" node: A>=B A==B This does not match documentation. *See image ...
Calling a child's child in a child blueprint from a spawn actor from class node that is being called back to the child causes an error. Basically, when using the spawn actor node referencing the chi ...
Private functions within a blueprint can be called from other blueprints. A warning does appear but the function is run despite this warning. ...
Creating a second Strategy Game project, and leaving it as the default name (StrategyGame2) will prevent it from being compiled. The compile fails because the files are not properly renamed to match ...
Workaround: Delete the StagedBuilds folder within [Project] \ Saved User is not able to LaunchOn on multiple platforms. They receive a message saying Plugin 'SlateRemote' failed to load. The plug ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
LookAt AimOffset in the Anim Graph causes character to explode. I hadn't used this node yet, but it seems new to 4.14. ...
On line #1301 in ScriptCore.cpp, there is the following if statement:if (Function->FunctionFlags & FUNC_Native) { Function->Invoke(this, NewStack, ReturnValueAdress); } else { Fu ...
At line 610 in Linker.cpp, the following declaration is made:UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate)); if (FilenamePkg != Exis ...
UserWidget animations will be ticked as part of the WidgetComponent's DrawWidgetToRenderTarget(). This will lead to a crash when we attempt to set the LastWidgetRenderTime to GetWorld()->TimeSeconds ...