When using a child blueprint that calls a parent blueprints tick and its functions, The event is not being called if you package the project for shipping Win (32-Bit) Pictures of the Parent BP are ...
At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
Workaround is to specify Binding Overrides on the LevelSequenceActor through its Details panel as such (while editing the LI). ...
Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...
If you set the Touch interface to none while there is currently inputs being registered, the inputs will continue forever. I also found that if you set the Touch interface to an actual asset the pla ...
The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...
When a C++ project is named Test on a Binary version of the editor, the project will fail to compile. I'm assuming this is from the editor seeing a precompiled header from another file in the engine ...
Attempting to edit array of instanced subobjects causes the editor to crash. ...
This is a common crash that has affected over 60 users since at least 4.16 User DescriptionsDeleted a SET variable Source Context 1091 FText SGraphPin::GetTooltipText() const 1092 { ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...