Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...
Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take ...
After deploying or Launching on to an iOS or Android device in ES2 mode, a sphere mask using an Absolute World Coordinate will not render correctly. ...
Sprites using a lit material render black in Orthographic views. Sprites are rendered as expected in Perspective view. ...
To have a Particle System use an Emitter Delay Range that is chosen on each loop of the emitter, you must have under Duration, Duration Recalc Each Loop set to True. ...
ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...
Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...
Blueprints with inherited Macros cannot save. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...