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 ...
overlap events do not fire when collision components such as sphere or capsule collision components are added to a vehicle blueprint. Overlap events seem to register if the component overlaps with o ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
If you have a Blueprint with a pre-existing component, then add that to a map, and copy it, OnHit events in the COPY will also trigger in the ORIGINAL. According to the licensee, this happens with ...
A HISMC (Hierarchical Instanced Static Mesh Component) created dynamically through blueprints has its simulation reset by the Wind Directional Source. "The HISMC needs to get spawned from an Actor ...
TextBox(Multi-line) or EditableText(multi-line) in UMG blinks when it meets certain condition in editor. The condition is Both Size to content option for TextBox(Multi-line) or EditableText(multi-l ...
Actor references in Level Blueprint show an incorrect display name on their nodes after converting the project from 4.6.1 to 4.7 Preview or 4.8. Reproduced in 4.7.1 Preview 4 and in Main (Promotabl ...
Auto-Key All and Auto-Key Animated don't work as expected. Might consider having a third option that Auto-Keys only the modified property. ...
Destructible doesn't return Impulse data on hit User Description: I'm working on a project with destructible structures. I'd like to apply damage to actors that are hit by fractured destructible m ...