For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
Water tiles flicker in and out of visibility when playing in VR with instanced stereo enabled. Requires instanced stereo rendering to be enabled (does not require forward shading to be enabled) Must ...
Actors rescale to their original size when placed in level then attached to another actor. ...
Increment and decrement nodes return the incorrect value User Description: Getting the result of the Increment Macro seems to be incrementing the variable twice. Very confusing. Is this normal? ...
If PIE is paused using the 'Pause key', the Pause or Resume buttons on the toolbar will no longer start PIE. You have to make sure that the icon is toggled to Pause, select the viewport, and then p ...
DESCRIPTION: Using the command line sg.EffectsQuality and setting a value will reset a destructible mesh if it has already been fractured. AH Post: https://answers.unrealengine.com/questions/12850 ...
When a component written in code has it's category setting changed in blueprint the rest of the details for that component will not be editable once the component is deselected and reselected. ...
If the project is hot reloaded while a Switch on Enum is inside of a blueprint which is switching on a custom enum, the switch will become corrupted. It changes the 'selection' pin to take a Byte pa ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...