When attempting to get the value of Is Closed on an instance of an actor's spline component, the value is always false during construction of the actor. On Begin Play, the Is Closed value returns t ...
When creating a particle system with type ribbon data the initial size seems to be randomized. You can easily test this by restarting the level in cascade editor. You can also repro this by place th ...
Looks like maybe we aren't replacing the source delegate function (SignatureFunction) reference on the UDelegateProperty after recompiling the class - the function's owner name has the TRASHCLASS pr ...
The problem seems to be that the construction scripts doubled up all the BlueprintCreatedComponents, so there are now 2 scene components(actually the same one duplicated) and now 2 child actor compo ...
When a player pawn overlaps a foliage/instanced mesh component, it triggers repeated begin/end overlap events on the foliage actor even when the player barely moves. ...
Deploying a project to a mobile device that runs an EQS Query is causing the game to crash on the device. This has been tested with a Galaxy Note 4 and iPhone 5s. Attached are the logs from the de ...
If the user creates a Standalone Window Editor plugin and restarts the editor then immediately plays the game as Standalone Game, the editor hits an assert. [Link Removed] Appears to only happen i ...
If the static mesh has Mirrored UVs on channel 0 it will mess up the "Unwrap UVs for Render" functionality even when using a different channel for UVs that don't have mirrored UVs. ...
Setting the standalone window size does not seem to have any effect, and using the -fullscreen parameter does not display the window in fullscreen. Setting the Standalone Window Size to 1920x1080 a ...
4.13 Physics Asset graphics shown for swing settings in Physics Assets doesn't show for Z (blue) axis. Regression from 3039270 (4.12.5 Release), found in 3106830 (4.13 Release). ...