If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...
It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...
Ensure occurs when trying to submit to source control after enabling a plugin in the editor. I wasn't able to reproduce this if the uproject wasn't checked out. ...
It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP). We can drag an instance of TestBP into the World. If we go back into the Parent ...
A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...
No user comments in crash group 1785 int BreakPoint = 0; 1786 1787 // Assert with detailed information if the shader wasn't found for rendering. 1788 // This is usua ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...