Locking a selected Actor in a Level keeps the Actor highlighted when selecting another Actor. ...
Moving an Actor using the Transform controls in the Details panel with Realtime disabled leaves the Widget in its initial location. Clicking off the Actor and then selecting it again restores the ...
When making new blueprints they are not placed within the content browser as a user would expect. In the example given in the link provided, blueprints ending in "_1" will come before "_10", however ...
Using the sg.ResolutionQuality command in code or the console has no effect in 4.6.1 or 4.7. ...
When naming assets in the Content browser, If you include a number within the name, as long as the name is the same as other Assets, the numbers will not be shown in ascending order. Included 2 ph ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Cast nodes compile without warning when no object is assigned to the cast nodes object input pin. ...
When attempting to cast a parent actor to a child actor, if the parent uses "self" as the target of the cast the blueprint will compile, but when PIE is pressed a compile error will appear. ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...