ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
Mac only. The Command and Control keys are swapped for Input nodes. Pressing the Left Command key triggers Left Ctrl, pressing Left Control triggers Left Cmd, and pressing Right Command triggers R ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
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 ...
In Sequencer, adding a Material Parameter track sets Parameter to Master Material defaults ...
Functions called in the destructor are not being called properly. Setting a call to AddOnScreenDebugMessage is displayed at the start of PIE rather than when the actor's destroy is called. ...
Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...
When the player is controlling a Character actor, using the CharacterMovementComponent (CMC), unexpected movement corrections will occur while standing still on a movement base that is rotating. ...
I had to force quit the editor when it was taking too long to shut down, and it appears some assets got saved incorrectly. Probably nothing that can be done about the assets being saved incorrectly ...
When using Attenuations with MetaSounds, if the Attenuation Shape is Sphere it works as expected. However, other shapes do not work correctly. The sound either becomes deactive or sometimes the soun ...