PlayStandaloneLocalPc is used when user launches Standalone Game from editor, which loads the .uproject from UE4Editor in Engine binaries instead of loading project from project binaries. ...
If the Project Settings window is sized to the point a scrollbar is needed to read the complete text for Collisions Settings, expanding "Preset" will result in the scrollbar not appearing initially, ...
Framerate drops significantly when attempting to import heightmaps. Once the heightmap is imported this error is no longer prevalent, but during the preview there is a ~80-100 FPS drop. Regression ...
Find References does not appear to find used variables that have been copy and pasted from another blueprint. Only the variable that was right clicked and turned into a variable is found ...
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 ...