When a Material Instance with Layer Parameters is added to the Level Landscape, the Layer Names get added to the Localization Dashboard. ...
When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...
If you pilot an object and wish for it not be moved, such as a camera, you can use the Lock Actor Movement option. This will stop the object from moving, but it will not stop the object from being r ...
Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...
Flickering windows with four player PIE on Laptop (mobile) Geforce cards. See attached video, or video link from the answerhub thread. It happens repeatedly and very frequently. ...
After temporarily moving the pivot point (Alt+Middle Mouse Click on the center of the translate tool), you can switch to scale. However, the object still scales from it's original (permanent) pivot ...
If a blueprint has a breakpoint on a node and that node is utilized in PIE, the Event Trace in the Debug Log window will register each action taken by the blueprint multiple times. ...
When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...
The scroll bar in the Engine - Collision menu in Project Settings doesn't appear when it first should, and when it does, it resizes and moves oddly. Edit MattK: variable length widgets inside of a ...