In a Player Camera Manager Blueprint, when overriding the function BlueprintUpdateCamera, the New Camera FOV value takes effect regardless of whether Return Value is True or False. The New Camera Lo ...
Actor relative rotation is in the wrong order after enabling details panel favorites (YZX). ...
After a hot reload, blueprint instances of TSubclassOf variables have their setting reset to "none" Regression: Yes - variable values remain after hot reload in 4.17.2 (CL 3658906) ...
When Scroll Widget Into View is called (C++ or blueprint node) the "Target" widget will scroll to the beginning of the "Widget to Find" rather than scrolling until the entire Widget to Find is in vi ...
At the moment, UI scale is calculated on Linux from physical monitor dimensions (obtained ultimately from EDID) and not system scale. The granularity is 0.25, so scale can be 0.25, 0.5, 0.75, 1, 1.2 ...
This is due to the [Link Removed] encoded UFunction object name passing through UHT into the boilerplate code (*.gen.cpp) that gets generated from the nativized Blueprint's C++ header file. The iss ...
After creating a few different Blueprints in the editor and adding a breakpoint to a Function, a crash ensues when using Step In to debug the Blueprint. ...
Packaging an Android DLC currently fails with an error message that states that plugin DLC1.0 could not be found. It was reported that this was possible in 4.17, but the repro for this does not see ...
When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...
Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...