When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor. ...
Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...
When multiple child scene components are selected and their parent is rotated 90 degrees about Z, attempting to use the transform gizmo will move the components in the wrong direction relative to th ...
This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...
The problem was reported via UE Bug Submission. I was able to repro with their provided test project. ...
Whenever packaging project from Launcher with a PreviewGameLanguage set, the culture="preview language" is added to the UE4CommandLine.txt file. Can avoid this issue by setting "None" in PreviewGam ...
This issue was reported by an user. I reproed the issue and created this Jira ticket for the user. User was trying to to add values to the 'Stimulus' struct coming straight out from 'On Target Perc ...
DrawScale = Landscape->GetRootComponent()->GetRelativeScale3D(); ↓ DrawScale = Landscape->GetActorScale3D(); Changing as above will solve the problem. Output log displays this warning: LogPhysic ...
Using old behavior by applying true to NMakeUseOemCodePage property solves this issue. in VCProject.cs// Project globals (project GUID, project type, SCC bindings, etc) { VCProjectFi ...