In a packaged local multiplayer game, input from a second gamepad is not detected until the game window is clicked with the mouse. The first gamepad input is detected as expected. ...
The World Outliner doesn't refresh after Seamless Travel. Enabling any of the View Options will refresh the list to properly show the actors in the current level. Reproduced in 4.7.6 binary and Mai ...
Closing and re-opening a project that had the 'Use Custom Depth as Mask' option checked within the High Resolution Screenshot Tool, will cause the boolean value to be unchecked and the viewport to r ...
I first experienced this on my Linux machine using a P4 build. I checked it against Windows in DX11 and did not experience the issue. Afterwards, I followed the above repro steps and saw it was occ ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
Using console command 'RecreateLandscapeCollision' resets collision in areas that landscape hole materials have been placed. Workaround: paint new hole material to re-remove collision from areas w ...
The static mesh preview scene profile settings for post processing is being overridden after closing and re-opening any static mesh. ...
DESCRIPTION: Set nodes for Physical Material parameters are no longer accessible via Level Blueprint. AH Post: https://answers.unrealengine.com/questions/135031/cant-set-physical-material-properti ...
Copy and Paste action in State machine do not generate correct info for "AnimGraphNode_SequencePlayer_20" Name for "AnimGraphNode_SequencePlayer_#" in the duplicated state is not changed to corresp ...
It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...