When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...
The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...
If a project uses source control and a blueprint has been diffed against previous revisions, the revisions will appear within the temp folder. This temp folders contents appear in context sensitive ...
An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated. Reproduced in 4.7.2 binary and Main (//depot/UE4 ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
When the Content/Pak file is outside of the Saved Folder, it'll crash with an internationalization error. But when the Content/Pak file is inside of the Saved folder, there is not a crash. ...
Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...