The Get Overlap Infos is not very descriptive and some data is not being exposed. It's not clear what this node should be returning, and there isn't much that can be done with the return currently. ...
This crash is caused by an exception that is thrown due to the functions inside of a blueprint based off a user-defined class that is suppose to mimic Timelines. ...
The child component of a blueprint cannot have their collision altered through the details pane of the main editor viewport if the child component is a sphere. All changes must occur in the blueprin ...
Spawning a bp, setting the location, and simulating physics in one string will cause the Set Actor Location node to be ignored User Description: One is if you spawn a physics actor which has simu ...
Spawning an Instance Static Mesh at runtime does not have collision. This issue appears only in 4.8 Preview 1 and the 4.8 Release branch (tested on CL-2540862), but is fixed in Main Branch as of Ma ...
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 ...