Essentially, when set to "Overlay Fill Screen," the Bink Media Player will render the last viewed frame over all game levels in PIE, without actually playing the video or being given any sort of pla ...
Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...
"When using a UMG ListView widget, there seems to be two ways to be notified of item selection changes. An event on ListView which fires when the selection state of any item changes, and an event on ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
There is no Callstack associated with this crash. And I was unable to reproduce this in main due to a known issue when switching the 'Stream Mode' to 'From Memory'. When packaging a project in 4.6. ...
Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...
Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:Addi ...