A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...
A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...
The problem occurs when a material gets added to a group inside sketchup directly instead of individual faces before grouping. The materials that are just colors are doing the same thing. This was ...
Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
After performing the repro steps, screen will softlock unless you perform the "slide from 3 to 4, then back to 3" steps. Appears to be an iOS system bug, but see if we can find a workaround. ...
Netprofile crashes networked games using Steam with the following assertion: Assertion failed: "Invalid interface for Steam P2P addresses" && 0 [Link Removed] [Line: 72] No Crash Report is submitt ...
Class ref is not passed to server within the struct in UE 4.19. Instead, the default value is passed to the server. LogNetPackageMap: Warning: SanityCheckExport: CacheObject == NULL. NetGUID: 1, Ob ...
When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...