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 ...
Bundle Display Names support UTF-8 characters. However, the iOS tool chain is not handling these correctly. Error when you try to package a project with & in the display bundle name, whether it's b ...
Smoothing user's landscape breaks collision, causing player to fall through the ground at points that have been smoothed. Resampling landscape fixes the error until smooth tool is used again. Regr ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
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 ...