The particle manager only accounts for the particle system component's attach parent's EndTickGroup. When setting the tick group through the actor component the TickGroup is set instead of the EndTi ...
GameplayAttribute-type function arguments in BP-callable functions(I.E a Blueprint event graph) or nodes have their value reset on BP compilation ...
UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
Only one Play Persistent Audio module will work at a time in a Niagara emitter. ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...
When using the default value in a "get text size" node, the height and width return 0.0. Note: potentially returning null value as no hard value is presented to font. James: Should use same fall ...