After creating an asset in the Content Browser and selecting it, the user will not be able to use Ctrl+W to duplicate it. They will have to deselect and select the asset again for the shortcut to w ...
Sometimes CharacterMovement stops at very low steps (quite lower than Max Step Height). Capsule radius of Character is 50cm, Max Step Height is 45cm, step heights is around 10~30cm, MaxWalkSpeed is ...
The if/else statement that defines GetLocalizationTargetByName has the same code in both the if portion and else portion. This means that the same code is executed regardless of the evaluation of t ...
nativizing structs containing default class values appears to cause packaging to fail ...
Multiplayer Shootout is broken in 4.12. Appears to be caused by the AimOffset animations being imported at the incorrect scale. Regression: Yes, does not occur if you create a 4.11 version of the ...
Planar Reflections on mobile work well with single plane assets but not with anything with multiple sides, like a box. Tested in: 4.12.4 CL-3028348 4.13 Dev-Editor CL-3038075 ...
SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...
When changing a packaged game from Fullscreen to Windowed mode at runtime, the window is placed in the top left corner of the monitor and the title bar disappears. Setting FullscreenMode=2 in the G ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...
From this UDN: https://udn.unrealengine.com/questions/301289/crash-in-persona-debug-display.html Proposed solution: In UDebugSkelMeshComponent::GenSpaceBases() before PerformAnimationEvaluation() ...