When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
Adding an element to an array in the Material Editor automatically collapses all expanded elements in the array. I've successfully reproduced this issue with the following nodes:LandscapeGrassOutput ...
Movement is quite sporadic and jumpy when using a Wacom Tablet to navigate the Editor on Linux. The Editor pans and zooms in and out really quickly with the slightest of movements. This was report ...
After setting up a Virtual Bone on the skeleton and having it drive a Skeletal Control Node in an Animation Blueprint. Reimporting the skeletal mesh will cause the setup in the Anim BP to revert bac ...
When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...
In 4.20, calling BuildPlugin on a plugin outside the \\Engine\Plugins\... folder whose .uplugin has the same filename as a plugin inside \\Engine\Plugins\... generates the following error: ERROR: F ...
You are unable to track Actors that are in different sublevels when using Cine Cameras. The 'Actor to Track' is set back to none if the target Actor isn't in the same sublevel as the Camera. This is ...
Double-sided geometry collision doesn't work when using physics set linear velocity. This does not occur when using floating pawn movement or character movement components. Working as expected in 4 ...
The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...