When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...
The OnUnPossess() method of the AAIController class is triggered twice ...
All render vertices on any cloth triangle that contains one or two fixed vertex are set as fixed, whereas this should only be the case if all three vertices were fixed. ...
It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...
Renaming a custom ActorComponent class when that class is set as a component in a Blueprint and performing a Hot Reload will crash the Editor if the Blueprint is opened for editing after the project ...
Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...
Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...
For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...