UMG supports sprite as an image, but using this as source do not correctly cut sprite's region which limits border textures to be separated textures. If the Image has a material, size do not match ...
It looks like the Switch On Gameplay Tag Container node stopped working in 4.15. The Switch On Gameplay Tag works fine. ...
When this problem occurs, "MaterialExpression" is null in FMaterialInstanceParameterDetails::GetParameterExpressionDescription. ...
When compiling an animBP with a Sub Anim Instance node with a connection to an exposed variable, warning will be displayed. When there is no connection to the Sub Anim Instance node, no warning wi ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...
Duplicating an actor Blueprint (via ALT+drag, copy paste, or CTRL+W) will result in the copy losing all Hierarchy structure from the original. ...
4.20 Oculus Go projects cause the device to lock if immediately relaunching after exiting. It does not occur if:You wait ~20 Seconds before relaunchingYou press the power button after closing the a ...
RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...
When migrating from the version before 4.20 to the version after 4.20, opening the level sequencer will crash. I think that there is a problem with conversion from SnapTimeInterval (FixedFrameInterv ...