In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...
If a TArray of spline components is created in code it is not possible to edit/add nodes to the spline inside a blueprint. ...
Spline Mesh Component created from KML file doesn't render in PIE after spline point change I cannot get this to occur outside of the users test project. He is pulling data from a KML file, creatin ...
When using a lower value for Static Level Lighting Scale in the World Settings under Lightmass the blending of the area lights is not blended together for a smooth emissive look. Instead, there are ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
When you use MoveTo BT node, with a target set as Actor and your AIController is DetourCrowdAIController, the AI pawn will update its goal destination much less frequently. Instead of constantly fo ...
The World Outliner doesn't refresh after Seamless Travel. Enabling any of the View Options will refresh the list to properly show the actors in the current level. Reproduced in 4.7.6 binary and Mai ...
Closing and re-opening a project that had the 'Use Custom Depth as Mask' option checked within the High Resolution Screenshot Tool, will cause the boolean value to be unchecked and the viewport to r ...
CHANGELIST: 2114974 BRANCH: UE4 - Main DESCRIPTION: Using the Reimport LOD1 drop down in the Static Mesh Editor will create new material slots each time instead of ove ...
Using console command 'RecreateLandscapeCollision' resets collision in areas that landscape hole materials have been placed. Workaround: paint new hole material to re-remove collision from areas w ...