When an actor is attached by the root to a bone of a skeletal mesh through the use of the "AttachToComponent" function in code, it will not follow animations when being recorded by the Sequencer Rec ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
When changing editor shortcuts / input settings, pressing the AltGr key will cause the editor to read the key combination of Ctrl+Alt rather than a single key press. This is likely due to Ctrl+Alt ...
Users with GNOME Shell installed have reported having issues with multi-monitor support when the monitors are not equally sized or the same aspect ratio. If the application is moved from a smaller ...
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 ...
When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
When a user deletes a Niagara User Parameter within the Niagara System editor window, attempting to create a new parameter with the same name immediately after deletion results in an error. Despite ...
When using a capsule component for the character with CCD enabled there can be a force that pulls or pushes simulated meshes that are never touched by the capsule. Demonstration video attached. As ...
Custom Nodes plugged into World Displacement are yielding:Error [SM5] error X3017: 'CustomExpression1': cannot implicitly convert from 'struct FMaterialTessellationParameters' to 'struct FMaterialP ...