When a component written in code has it's category setting changed in blueprint the rest of the details for that component will not be editable once the component is deselected and reselected. ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
We believe this is a bug in the D3D validation layer, rather than an actual error in our code. We're in touch with Microsoft about it, but I'll make this ticket to track the progress of that investi ...
If trigger execute is called in Blueprint, it will fire every time the sound recovers from being virtual, even if it has not been called again. See video example: [Link Removed] Also occurs in Re ...
Physical materials placed on starter content shapes always return as invalid for any trace or collision query. ...
Changes in Scale are not replicated on the Client through RPCs. Location and Rotation are replicated as expected. Reproduced in 4.7.6 binary and Main (//depot/UE4/Promotable-CL-2522625) ...
Attempting to add multiple instances of a Scene Component that was created in code and contains a component such as a Box Collider causes the Box Colliders of each Scene Component to be parented to ...
Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
Preserve Non-Uniform Scale doesn't work for child actors when they are scaled smaller than the parent. Licensee Description: I just noticed that the option does not seem to work if the object is p ...
For a child instance inside of the level, the value of a parent int variable will reset if you add a new variable in the child and if there is a function in the parent that has the child as an outpu ...