GetOverlappingActors will return a value when used immediately after OnComponentEndOverlap. Putting a delay after the OnComponentEndOverlap call will result in GetOverlappingActors to return null, s ...
When creating a level with BSPs UV settings that are applied do not persist after building. Regression: Yes Working: CL-2386410 Broken: CL-2467323 ...
Event Receive Draw HUD renders in the wrong location when using GearVR. In the PIE the location is correct, but not when rendered on the device. See images for better context. This is a regressio ...
When running the construction script of an actor blueprint, user-defined variables are reset to NULL each time the script is run. This seems inconsistent, as if the variables are set to Expose on S ...
This was discovered through reworking a test case. I noticed the bug when I was hitting crtl Z through all of my edits and noticed that the brush size value did not change even though the notificati ...
Projects using Open Level (blueprints) or ServerTravel (in C++) will crash the application once it's open on a device using Gear VR Mode. 10-05 18:01:46.451: A/art(19619): sart/runtime/check_jni.cc ...
Tracks don't reset to default actor state when "Active" is disabled Tags: inactive Sequencer ...
Instanced meshes called in player character do not correctly register overlaps with other actors. ...
After importing a skeletal mesh FBX (*IMPORTANT: With "Import Mesh" not selected the first time) the option box to "import mesh" disappears and the user is forced to use the originally selected "ske ...
When reimporting a static mesh settings that have been changed in the Static Mesh Editor will be reset to the defaults. ...