Link to test project: [Link Removed] In BP_MyPlayerController event graph, “T” is bound to a Blueprint function called “BPSetMyArrayElement0To5”. “BPSetMyArrayElement0To5” calls the C++ function ...
Using "GetCurrentFrame" crashes app. "The crash is due to the default constructor of FAppleARKitFrame being called by the above mentioned blueprint function. That constructor fails to initialize fi ...
The "CastShadow" option on primitive component has a tooltip that says "This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model." This isn ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
When Using mobile preview in the 4.7 preview build, or in the changelist provided, Dyanmic lighting is not showing shadows when changed to movable. Following the steps below, you will see no shado ...
This is regression from 4.10 functionality. When assigning the Android Back Button functionality in a GearVR project, the back button will now bring up the Oculus Home Screen asking if you would lik ...
Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...