There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...
Interface function has the incorrect pin type if referencing self User Description: I have an interface that requires an array of its own interfaces as output. I have that array of interface as a ...
ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...
Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
Trigger class bp doesn't recognized custom Object Collision settings for overlap User Description: When I place a trigger box in the world it blocks the player. I have it setup up so that the pla ...
Adding a static mesh to a scene has different tessellation than when painting the same mesh with the foliage brush. ...
"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...
When a UTF-16 character (™ for example) is passed into a StringToBytes() function and then returned via BytesToString, the returned character does not match (in the case of ™, a double quotes is ret ...
When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed. ...
When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...