**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
CrashReporter: [Link Removed] The Navmesh Modifier Component in blueprints does not properly update a levels navmesh. ...
The Real Time Preview of Converted Vector Parameters from the Material Editor are not currently previewing in the level viewport without re-compiling the material. ...
Enum Variable doesn't pull/print the correct Default Value User Description: (Blueprint) User defined enum in 4.9 getting corrupted I believe there is a severe underlying issue in 4.9 regarding u ...
If you include UMG in your project and deploy to an HTC One, the project will crash on the device. Tested this on multiple devices (Galaxy S5, HTC One, NVIDIA Sheild tablet) Monitor logs are atta ...
A user was trying to make his recorded animation loop, but having trouble getting it to loop properly and having to eyeball it. So I did some digging and experimentation. I think that one of the m ...
All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...
CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...
After generating a new Slot node in the AnimGraph of the AnimBlueprint, creating a new Slot Group and subsequent Slot for that group results in the new slot being assigned to the Default group after ...
When testing UMG on an iOS device, the UMG is not rendering correctly ot the device. The UMG components seem to over lap each other. Photos of the expected outcome vs the outcome seen have been at ...