Declaring a UPROPERTY() TArray with TFixedAllocator fails to compile. Output log states "Missing '>' in 'tarray'." Removing/commenting out the UPROPERTY() allows the project to compile correctly. ...
If a controller is plugged in before the editor is opened the viewport camera will start moving forward. If the controller is unplugged the camera will continue the controller input. Additionally, i ...
If a static mesh is being used by the foliage tool and then deleted in the content browser, the foliage tool will retain a copy of the object and crash the editor if the foliage window is selected a ...
If the directional light is switched from stationary to static, the Light Source Angle Input option is disabled in the details pane. ...
DESCRIPTION: Collision's on CPU Particles are incorrectly being offset on Z by several units [Link Removed]https://answers.unrealengine.com/questions/105202/mesh-particle-collision-bug.html EDIT: ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...
When firing a projectile that has CCD activated, the first hit on an object that is either a bsp or very thin wilil draw a debug line through the object instead of drawing away from the impact point ...
Possibly some sort of issue related to SetDefaultSubobjectClass() rather than UMovementComponent specifically. I was able to reproduce in 4.10 release branch and in //UE4/Main with the test project ...
While working on an issue for a user using MacroUVs, I noticed that entering any value into the Required Module with Override Default Macro UV toggled true will cause the Material to stretch and dis ...
T_Cobblestone_Rough_N is incorrectly set to TC_Default not TC_NormalMap ...