The result is that nothing states why the path returns blocked or pathfinding stops. There should be a log of at least a warning about the improper capsule setup. ...
Not sure if this is an Animation or a Core issue, but a runtime Anim Node will not load properly with "-game" or in a packaged build. The developer that made this sample read this blog post: [Link ...
Note those are not 100% repro steps they are what I remember doing. I've got this issue twice so far and both times I was editing a blueprint and switching between constructions script and event gr ...
After enabling the Text3D plugin, Text3D component is not available to add to an Actor Blueprint in 4.25. This had previously worked in 4.24.3 ...
In the warning message the user receives when opening a blueprint with an invalid/disabled class (such as opening a Wheeled Vehicle Pawn with PhysX Vehicles plugin disabled), the user is given Yes/N ...
When supplying a specific blueprint class to the Asset actions Utility, the script does not show up in the right click menu as expected (this will work when given Blueprint as the class) ...
Attempting to open a .generated.h file using intellisense results in an error due to the file not being found as the proper search file paths were not added when generating the project files. Pleas ...
The user can use special character when naming widgets in widget blueprints which can cause some issues. In this case naming a button "<" and adding a child text block to the button named ">" will c ...
Licensee reports via UDN that automated import via Python of SpeedTree assets does not work The issue is that USpeedTreeImportFactory::FactoryCreateBinary() tries to generate a UI dialog, which is ...
From UDN case #00655218: We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance : UCLASS(config ...