If the Subtitles Enabled setting is set to false, subtitles will still display after restarting the editor regardless of Subtitles Forced Off setting. ...
When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...
This texture validation exists for global parameters, and should read as "Warning: Param samples /Engine/Functions/Engine_MaterialFunctions02/ExampleContent/Textures/newhplaneNormalsMap.newhplane ...
Event Dispatchers do not update event references when renamed if the green "+" is used to add the event in the Details Pane of an actor component. Note: Event Dispatchers appear to rename normally ...
This is the ouput in the UnrealBuildTool log:[301/301] Link ThirdPersonServer D:/GitHub-Release-4.16/3427662/Engine/Source/ThirdParty/OpenVR/OpenVRv1_0_6/lib/linux64/libopenvr_api.so: file not reco ...
Duplicating a UActorComponent that has an Instanced UPROPERTY does not perform a deep copy of the instanced property. It appears to only copy a reference to the instanced object. Where as, performin ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...