On the C++ side, in PostSpawnInitialize(), FinishSpawning() is called with the scale value taken from the root component as default. By contrast, SpawnActorFromClass nodes require a transform value ...
Overridden Interface Functions in Child BPs lose array output pins after closing/reopening the project and become invalid. Reproduced in Main //depot/UE4/Promotable-CL-2434822 ...
When right clicking a math node such as "Byte * Byte" and then adding a comment to it, you can not have the comment displayed above the node. There is no option to do so. ...
If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...
When the use adds key frames to a new animation sequence and then compiles and saves the editor will crash. ...
If the game focus was set to game only (such as the start of a default project) and then the user sets Show Mouse to true then the hover events will not fire until the user clicks. ...
When using the Blueprint Hiearchy Type for creation on the Full Scene Importer if you've previously imported and set some of the settings like the Override Lightmap Resolution via the BP and then re ...
Crash when using save all, when there is a 3D widget on an invisible sublevel ...
When utilizing World Position Offset on Landscapes, the VertexNormalWS only pushes vertices in the vertical direction. Even if you are to sculpt an aggressive slope on the landscape, the vertices ar ...
Sequence Recorder doesn't record First Person Template character correctly. I wasn't able to track down exactly what it is about the First Person Character Blueprint that causes this though. ...