After upgrading from 4.6 to 4.7 preview 2 objects that are set to simulate physics will not show up if the user uses the mobile preview. ...
When using the node "ConvertMouseLocationToWorldSpace" in VR appears to be restricting the mouses position to a small section of the available screen. ...
I loaded up a two player game in the 'play in editor'. Upon clicking into the client, the game crashed. Clicking into the server did not cause it to crash.I'm pretty sure this happened because I check ...
ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...
As stated in the linked UDN ticket, these particle modules are missing their InitializeDefaults code: ParticleModuleMeshRotation ParticleModuleMeshRotationRate ParticleModuleMeshRotationRateMultipl ...
Default Value elements in a variable array inside a Game Instance Blueprint collapses after anything is entered. This does not occur in other Blueprint classes. Additional actions that will collaps ...
I created a very large static mesh and then put a basic floor underneath it withe the bottom of the mesh overlapping the floor. I then created a camera 250,000 cm out from the mesh and zoomed in usi ...
James: I think we currently recreate the capsule body when you change dimensions, should just change the shape instead. – DisableCollision is reset if constrained Capsule Component height is change ...
When attempting to download a large number of achievements for an Android app the application will crash with a error indicating the JNI local reference count buffer has been exceeded. Project Link ...
Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...