Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...
the High resolution screenshot is not saved when using the command 'HiResShot' when playing via the Standalone option. You can use the command and it shows the link to the directory where the screen ...
Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...
When attempting to isolate selected actors using the 'Show Only Selected' visibility option, grouped actors under this command will disappear and leave green spherical bounding wireframes indicating ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
Switch on Gameplay Tag does not acknowledge changes to Gameplay Tag variable in Standalone game. ...
When you add a editable text box to a project via UMG and package and deploy that project for HTML5, The Text box will show invalid characters when certain keys are pressed. I have attached a photo ...
Collision Responses will reset to previous setting after changing the Preset Collision Profile. After the change is made and "Accept" is pressed, the Collision Responses will still have the old ch ...
Using shortcut to find actor reference in level blueprint opens additional Eventgraph windows in level blueprint editor despite the event graph containing the reference being open already. ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...