In order to distribute content within GooglePAD's distribution size limit. (1GB for install-time, 500MB for fast-follow, and 500MB for on-demand) we are trying to package it as assetpack by dividing ...
Casting to a character class inside of AnimBlueprint after a hot reload caused editor to crash Crash Reporter: [Link Removed] Additionally, Casts fail, breaking AnimBlueprint after a hot reload ...
Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...
When a material instance with exposed parameters is applied to a landscape; the parameters set to a new value and then reset to back the default value, the landscape does not respect the new default ...
If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...
When you declare a plugin as "Editor" type, the plugin is still included in a packaged development build. Found in 4.10.3 binary. Reproduced in 4.11 Preview 5, and Main CL 2870013 ...
Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...
'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...
Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...
When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...