When creating a C++ class and compiling utilizing Live Code, upon creating a blueprint class utilizing that C++ class as it's parent and restarting the editor, the blueprint class loses it's parent ...
This is a regression tested in //UE4/Release-4.27 CL18319896 Vehicle from the Vehicle template clips through instanced meshes, and can't be driven on them. ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
Setting the resolution of PIE to 4K Ultra HD results in the new PIE window going very far out of the bounds of 4K. If you are using two monitors the PIE window will bleed over a good bit into the ot ...
Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
None of the Set functions in the UWindDirectionalSourceComponent are able to be called from code. The functions can be called from Blueprint, but without the ENGINE_API macro, none of the functions ...
When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...
Setting the dead zone of Joicon causes the dead zone to be ignored in the direction of full X, -X, or Y, -Y. ...
MeshVertex has been converted by component transform before being converted by instance transform. It is ( Vertex * ComponentTransform ) * InstanceTransform. I thought it has to be converted by (Ve ...
Note: Clipping on letterboxed player screen works fine on 4.24. This issue was brought in by CL#10541213. Here's a workaround TSharedPtr<SGameLayerManager::FPlayerLayer> SGameLayerManager::Fin ...