I was noticing that functions you define in a Blueprint Function Library created in the content browser are only usable from blueprint classes that derive from Actor, but not from blueprint classes ...
Licensee suggests moving this up from APlayerController to AController, I think this makes sense. Minimal refactoring is necessary, and will remove confusion/potential bugs from people thinking it s ...
Easiest repro with stack: NotifyDecorator (print on ReceiveExecutionStart) injected: Blackboard condition injected: NotifyDecorator works without Blackboard one in between ...
When attempting to import a texture that has a non-opaque alpha content and compressing using the "masks (no sRGB)" texture compression setting, pixels that are in the alpha channel are being weight ...
In short, if FindPlayerStart returns null (e.g. via a licensee override), UWorld::SpawnPlayActor() will fail and return null even though it actually created a PlayerController successfully. ...
Currently changing variables like Speed via BP/C++ has no affect. We need to add funcs like SetSpeed that also update the proxy. Would be nice to make the vars private as well. ...
Using the profile GPU in New Editor Window and VR preview does not focus on profiler. It should be noted that it is unsure whether or not the GPU Profiler is intended to be used in conjunction wit ...
Startup movies are skipped when World Composition is enabled. Even with the 'Wait for Movies to Complete' option enabled, the startup movie plays for a very short time, and then the level is loaded ...
[UPDATED INFO] After some testing I discovered that using the "Paint Vertices Single Color node" on event tick is what is causing the issue. Using this node with event begin play will not crash. Th ...
Components derived from scene component reset vector location upon closing and re-opening editor. This does not happen to scene components or other child components within a blueprint. Regression ...