When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
Crashing on windows 7 when trying to create a geometry collection or opening the chaos destruction demo. Breaking on D3D11Util.cpp: Line 249 UE_LOG(LogD3D11RHI, Fatal,TEXT("%s failed \n at %s:%u \n ...
When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
Creating a second Strategy Game project, and leaving it as the default name (StrategyGame2) will prevent it from being compiled. The compile fails because the files are not properly renamed to match ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...
Material Tessellation is no longer working in 4.11 Preview 2, 3, or 4. It is also no currently working in 4.12 Main. Working: 4.10.2 - CL-2818068 Not Working: Tested in Dev-Release CL-2824708 Not ...
The Move Directly Toward task does not seem to be working without a Nav Mesh in the level. Based on the tooltip "moves directly to the target without regard to any navigation system", it is expected ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...