When trying to change the value of Agent Height under RecastNavMesh-Default it will change back to its default value when you open back up the project. ...
As of 4.18 and onward, collision sweeps related to Character Movement seem to be causing higher tick times than usual. Example project: [Link Removed] Regression?: Yes This did not occur in 4.17 ...
The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...
The tool tip for 'Is Hidden Ed' states "Returns true if the actor is hidden in the editor viewports" but it only actually flags true if "Hide Selected at Startup" is selected for the actor. Therefor ...
Switching the Blueprint Nativization mode to inclusive along with un-checking Event Driven Loader will result in an error when trying to package the project. ...
Comments from users:tried with -opengl4tried to start with -force-opengl instead of -opengltried to run in opengl modetried to run in opengl mode due to DX11 feature level 10.0 error. (DirectX is in ...
This does not occur in 4.18.3 at CL 3823254UATHelper: Packaging (iOS): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Epic Games\UE_4.19\Engine\Binaries\ThirdPa ...
When undoing the deleting of a struct set or map variable, the order of the entries will be reverse in any datatable that's based on the struct. This only occurs if the entries have been modified i ...
This issue has been around for a long time (potentially UE3). UNetDriver::Time is a float, which is updated by accumulating Delta Time during ticks. This means the longer a game runs, and the highe ...
When undoing variables in a Structure it clears the referenced Datatable of all its rows. However deleting and just adding a new variable works fine. Repeated undos have the chance to add back the ...