Using a recursive line trace function to populate the IgnoredComponents array does not properly identify each component of a destructible mesh to be ignored. ...
Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...
Attempting to perform an is valid check on a physical material from a FHitResult returns invalid. This does not occur when using a blueprint setup, it only seems to occur when using code. Found ...
When attempting to build the Minidump Diagnostics project from the UE4 source, it will fail if you're using Visual Studio 2015 Update 2. Please note that this does not occur in the base VS2015 or wi ...
The direct reference appears to not work on the client when using the return value on the create player node ...
Opening the launcher as administrator will make it so that you cannot drag and drop fbx files into projects ...
The Icon size for the iPhone plus in project settings appears to be looking for the wrong size. This causes the icon size to be incorrect in a default project. ...
If an Enum is defined in ClassA and ClassA is included into the Project.h file, having a UFUNCTION in ClassB that takes the enum as a parameter will fail compile. Only by adding an include statemen ...
There is no set function for the vertical alignment variable in TextRenderComponent.h meaning the variable must be set directly. This is inconsistent since there is the SetHorizontalAlignment() fun ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...