A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
Cutting two tracks in sequencer, which one is attached to another one, and pasting it break with Attach track. By this operation, Attack track loses its binding object. Copying such tracks and paste ...
Array inputs in Custom Events cause a compiler "note". On compile, "NOTE" is added to the node, and this appears in the Compiler Results: "Info No value will be returned by reference. Parameter 'Lis ...
Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
When converting a project to a different version of the engine, the GenerateProjectFiles.command process is not ran as it would be on Windows with GenerateProjectFiles.bat. This can cause issues, es ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Following launching a packaged Media Framework project, the application crashes. Different behavior is observed between iOS versions. When tested in 7.1.2, the video played in the scene for a few s ...