The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
Loading a map via File->Open Level or just by clicking on it to open it, when it is already loaded in World Composition view does not reset actors to origin. The actors instead keep the same positio ...
After enabling "Support Compute Skincache" in the project settings and packaging a game on Linux, the packaged game will throw an assert. Any setting that turns "Support Compute Skincache" on automa ...
DESCRIPTION: When importing a mesh created with Maya then saving, closing, and reopening the editor, if you add a LOD via the right mouse menu or mesh editor will result in the LOD importing -90 rot ...
This bug seems to repro very inconsistently for me, but I've seen it affect Atmospheric Fog and Exponential Height Fog, and reproduced in 4.18.3, 4.19.2, and Main CL 4093338. I've attached Config fi ...
When switching between any open software (Maya, web browser) and UE4 while Simulation is running, sometimes the values change on the asset and it starts to oscilate between <-0.6,0.6> or any other s ...
This issue takes a few attempts to repro. Sometimes when saving the icons will remain normal, but other times a red X will be displayed instead. Opening up the Level that is displaying the X and re= ...
When the CharacterMovementComponent makes the transition from falling to walking, it retains the forward velocity it had while falling. When the character lands on the moving object, its new velocit ...