Blueprint CDO contains removed component from parent class. From the AnswerHub post: "It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchang ...
When using an Event Generator in a particle emitter that passes velocity for other emitters to inherit, only CPU emitters take on the velocity, and not the GPU emitters. In the test case/project I ...
Choosing the side that is supposed to vibrate during forced feed back does not appear to have an effect. The same side vibrates regardless of selection ...
RepNotify causes the On Rep function to fire off whenever a variable is set rather than when the value of the variable changes (as stated in the documentation). ...
Warning in the output log when switching a local variable from struct to Enum ...
If the user launches multiple clients with PIE, the mouse will only be captured by the last client launched. If the user Alt+tabs to another window than the mouse will not get captured and they will ...
When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...
When adding code to a project, class names cannot be used if they contain a portion of the project's names and the type of class of the parent. Message says that the name is already used by another ...
When a component inherited from code is transformed in any way with the viewport controls (arrows, rotation sphere, scale boxes) the editor will crash. Using the value boxes to set the transform do ...
In ShooterCharacter.cpp (line 376) there is a call to FMath::Min(0.1f, DeathAnimDurtation) that always returns 0.1. User suggests changing FMath::Min() to FMath::Max(). ...