Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...
When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...
We auto-create a PixelStreamingInputComponent which handles the input coming from JavaScript's emitUIInteraction. This works in a UE4 app with a single level, but it seems that if you change levels ...
Here's a sample blueprint [Image Removed] The lack of implementation FCustomThunkTemplates::SetMapPropertyByName causes this error.#include "Kismet/BlueprintMapLibrary.h"// The fix needs this head ...
Discovered during investigation of [Link Removed]. This is happening because we are not filtering out private parent functions in SMyBlueprint::BuildOverridableFunctionsMenu. With any fix that is ...
UMovieSceneTrackInstance::GetWorld() returns nullptr on Editor, so user can't use any function using WorldContext and Subsystem. The following code change may fix this issue UWorld* UMovieSceneTra ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
While testing the 'Shot' command for a user on the AnswerHub, I discovered the reason for the incorrect resolutions of his screenshots, was due to the fact the 'Standalone' window resolution set wit ...