Metasounds cease functionality if called to Play with a different start time other than 0. This extends to the Metasound editor where pressing play to preview the sound also ceases to function. ...
When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
[NickW] This needs to pull the Play Bounds from Vive. The old soft / hard bounds system appears to be partially deprecated The Get bounds node does not appear to return the correct in game chaper ...
Memory Increase with mouse over Content Browser with AnimBP visible ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...
Adding elements to a TMap<int32, int32> causes the editor to crash if the TMap has a default value associated with it. Tested in 4.22 (CL - 4753647), 4.23 (CL - 7445012), 4.24 (CL - 7605614) ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...