Static mesh components spawned and added to a trigger actor results in them being invisible. This does not occur if the user uses an actor with a collision component. ...
Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...
It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a l ...
HUD drawing does not update correctly when the user changes the viewport resolution, resulting in unexpected offset. Safe zones appear to get stuck being enabled even after changing resolution pres ...
Component transforms for player characters don't seem to be recorded in take recorder. ...
If the user has a code FString that used "\n", that's interpreted as a line break and is removed. This can cause confusion for users attempting to get the length of the value since it will not matc ...
User is not able to replace a variable reference in a function with an input parameter of the same type. ...
In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...