Calling an object from the mounted pak file, textures on objects appear wrong, and the texture from the Engine defaults gets assigned. This happens with all objects on the screen including meshes, b ...
BlueprintReadWrite erros when using Make and Break Bone Driven Controller nodes EDIT [[Link Removed]] (see comments): I think the solution should to only offer the make/break nodes for non-"Bluepr ...
Spawn Emitter Attached not working in Packaged Game. Not sure if it isn't spawning the emitter or if it is spawning at the wrong location. ...
App/project crashes when setting a texture's compression settings to BC4 and deploying to the iPad Air. As the user in the op states on AnswerHub, the problem seems to lie with specific texture com ...
Set mouse position node does not appear to work the first time it is called in stand alone. The node has to be called twice before the correct position is set for the mouse ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...
If a UPaperSpriteComponent is declared in a Scene Component class and the Scene Component is added as a component to a Pawn class, creating a blueprint of the Pawn and setting the Paper Sprite caus ...
Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
Enabling the 'Deprecated' option in a blueprint's Class Settings causes all existing instances of it to be deleting upon loading any levels that contain the blueprint. Found in 4.13.1. Reproduced i ...