When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
Landscape Material renders with missing components when using a 'Landscape Visibility Mask' and deploying to a mobile device. I have found this issue now with an Android and iOS device. I was able ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
If a new editor plugin has a button added with OnClicked functionality, the editor will crash immediately when accessing the plugin. Removing the OnClicked portion of code allows the plugin to be a ...
Repro Rate: 5/5 Tested this a few times and the crash seems to come in at different intervals, some had the prestreaming almost finished, then would crash. Working on a video to show crash to add ...
When the game window is maximized on any monitor other than the left most monitor, the mouse will not interact with the game window. ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...
Toggling a Spline component from an open/closed loop through bp's isn't reflected ...