The Eject camera (and ToggleDebugCamera) do not have full look controls in the Topdown template.In 4.7.6 the look is limited in both cameras by the mouse movement.In Main, both are limited as mentio ...
Cannot derive from ADecalActor in your game modules as not all of the functions are exposed and you get linker errors. ...
Looks like the thread died in IM. I think we should re-enable the categories that were removed in 4.6. ...
Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...
IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance. ...
A Mesh that is attached to a skeletal mesh by a Socket will not accurately follow when transitioning from animation to ragdoll. This is potentially due to the Frame Delay that the engine uses. ...
When using a Blueprint to Spawn an Actor Class then using a Set Material Node, the engine will register a material change but will only show the World Default Material. Also Reproduced in Main Prom ...
Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...