A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...
The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
There are instances where some texture files cannot be exported from the editor. In this older post a user had reported this with the file T_Sky_Blue from the engine folder. Only this file has been ...
Attempting to play an anim montage for a character without having the Anim Blueprint Generated Class set will cause the editor to crash. Crash Reporter Link: [Link Removed] ...
Invisible child components appear for one frame on scene capture 2D windows if another component is attached. ...
Force Next Floor Check doesn't work when the player is stopped, even though the tool tip says that it does. User Description: I'm trying to shrink / grow the collision capsule for our needs but wh ...
When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...
Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...