When the world settings window has been opened but is not visible, the destructor for FLightmapCustomNodeBuilder is never called to remove the editor delegates. Opening a large number of maps has be ...
TextBox(Multi-line) or EditableText(multi-line) in UMG blinks when it meets certain condition in editor. The condition is Both Size to content option for TextBox(Multi-line) or EditableText(multi-l ...
If the user uses the simple HMD plug in, then launches on to a device and then follow up by spinning the device a few time the camera will become offset at an odd angle (Reset orientation and positi ...
AutoReceiveInput get incorrect controller (previous controller on previous level) on the Listen server at SeamlessTravel. In the process of SeamlessTravel, player controller is changed for new leve ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...
When a scene is light with a single Stationary Directional Light and a Single Stationary Skylight and packaged to use Windowed Fullscreen, there is a difference in how the scene is rendered compared ...
Adding a component directly to a blueprint does not behave the same as a component added directly to a class/BP instance. Example: Calling AddRelativeRotation() on a mesh that is added directly to ...
In the image that is attached the print string should only print out once but it instead prints out twice. ...
When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...