Animating an inherited widget from a child UserWidget class appears to work, but the bindings don't resolve properly and the animation is null at runtime. This workflow should either be supported, o ...
Reference UDN as it explains well the cause of the issue. ...
This problem was originally reported in this UDN : https://udn.unrealengine.com/s/question/0D5QP000007yVue0AE/flatten-brush-limit-with-landscape-scale-z?fromCase=1 ...
Eventually, the ReplicateUsing function called out for a UPROPERTY is no longer being called. After investigation, it appears that the data is making it from the Server to the Client, but that the d ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...
When nativizing blueprints the packaged build of the project runs slower than a non-nativized version of the packaged project. Found in 4.22 CL#7053642 Reproduced in 4.21 CL#4753647, 4.24Main CL#7 ...
If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
Spawning a StaticMeshActor at runtime results in the StaticMeshActor not being visible until a property has been changed, such as the material for the Static Mesh. The spawned actor will also have n ...
Adding a custom component to a Blueprint and then deleting the code class defining that custom component from the project will crash the Editor any time you try to open a Blueprint containing that c ...