BP with Show 3D Widget enabled does not display the correct vector values in the bp editor. Note: If you don't see a difference at first, delete the bp in the level and place it again. The widge ...
Force Next Floor Check doesn't work when the player is stopped, even though the tool tip says that it does. User Description: I'm trying to shrink / grow the collision capsule for our needs but wh ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...
ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...