When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
DESCRIPTION: When using the generate overlap events for a destructible mesh with Static Mesh or skeletal mesh that is not moving will not generate an overlap event to be triggered. So long as the me ...
If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...
Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...
An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...
When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...