Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
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When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
If a project uses source control and a blueprint has been diffed against previous revisions, the revisions will appear within the temp folder. This temp folders contents appear in context sensitive ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...
Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...