After setting a particle system component inside blueprint, clicking the "Reset Emitter" button in the details panel does not have any effect on the particle system. ...
When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
Controller 2 is not getting routed to the scene viewport unless the viewport has been clicked. ...
Using a single line comment to immediately follow a multi-line comment closing brace results in an illegible compile errors: "error code: CrashOrAssert(3)" Workaround: Include a space between */ an ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
When an FBX asset is imported into the editor on a Linux machine with the ru_RU localization the editor behaves strangely after restarting the project. Content Browser fails to show content and cer ...
When creating an asset, if the beginning of the name is the same as the full name or another asset it will cancel the process Workaround: Adding a change (such as "X") to the beginning of the seco ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...