There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
Reported by a client in SF [Link Removed] When importing SKP files using the Keep Hierarchy collapse mode, some imported objects in Groups inside SketchUp will appear black in Path Tracer. Appears ...
User fails to compile code template after adding AIController code to project. Regression: Not a regression happens in 4.6.1 CL-2386410 Setting up Mono Building MyProjectEditor... Compiling game m ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...
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 a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
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 ...