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. ...
A function in a Blueprint Function Library that references another function in that library cannot be saved after closing and reopening the project. The library will save without error until the pro ...
If you add a comment to an Event graph Blueprint and change the comment color, the bubble should not change colors unless the Color Bubble detail is checked. I have included photos to better show ...
ServerTravel from a map with a GameMode set to Use Seamless Travel and then ServerTravel back from a map without Seamless Travel enabled will crash the editor. Reproduced in 4.7.1 binary and Main ( ...
In an actor blueprint with a scene component blueprint as its root, if you add a child object to the scene component blueprint, and then go into the scene component blueprint and set the location to ...
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 ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...
Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...
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 ...