When using the "Is Visible" node for a widget who parent is set to hidden, the node will return true even though the widget cannot be seen. ...
Currently, widget animations are updated in UUserWidget's NativeTick. Widgets do not tick when they are offscreen (as intended), but as a side effect, animations are paused and will resume once the ...
Enabling the "Include app-local prerequisites" causes errors or warnings to appear when packaging. 4.17 error:Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exce ...
A user has pointed out that code in AssetMappingTable.cpp and AnimationAsset.cpp are using the StaticClass() method on pointers. Because StaticClass is a static method, it relies on name hiding to ...
Our team has been using property instances, and have run into several problems. We were able to reproduce one of the problems, and I was hoping to have your team look at it. General scenario. We ha ...
The attached project is from a licensee who made a Quest system where a blueprint has several ConditionContainer instanced subobjects, that contain EdGraphs with custom question condition nodes. On ...
On Windows 10, pressing the Windows key in a fullscreen UE4 application summons the Start menu beneath the application. However, the Start menu still receives input, which can cause applications to ...
Building the Engine in Visual Studio will fail due to an unresolved external symbol error if a new global variable is added to CoreGlobals.h and then referenced elsewhere in the Engine code. The bui ...
Normal are different after Merge Actor on scaled objects. If the actors aren't scaled, the issue doesn't seem to occur. A licensee is trying to use the Merge Actor tool to optimize their entire pro ...
When moving a member variable from a child class to the parent, then deleting the child class, blueprints that reference the member variable will fail to compile until the node is removed and re-add ...