Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...
The launcher version engine cannot find *.inl file from installed location (i.e. in my case it is located at D:\Launcher\UE_4.19\Engine\Source\Runtime\Engine\Classes\Kismet\KismetMathLibrary.inl) an ...
The issue appears to be the type of the input pin on the custom event(or function - both behave the same), under normal circumstances it should allow you to pick the enum from a list on the calling ...
When using OverlapAll as a collision preset on a Cube, the collision will trigger when placed near a wall even if the Character has not collided with the Cube. ...
It can select ChildActor with the Eyedropper tool. Since ChildActor is an actor created temporarily, when you restart the Editor it becomes empty because there is no reference. When selecting AActor ...
Video frames are stored in a queue that keeps growing until the main thread ticks again. Can also be reproduced by playing video then clicking the import file button and leaving the file import dial ...
The documentation example to create your own asynchronous image load from disk results in a memory leak that is noticeable using the task manager. ...
When attempting to get the vertex color of an instance of of a static mesh that is painted after placing it in the World Viewport. The Editor crashes returning an "Unhandled Exception". The cause o ...
If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting. A weird thing is, if ...