When using the transform widget in the editor, the Property value of a PostEditChangeProperty() call will be NULL. The transform widget that is being moved in this case is the widget attached to th ...
Components spawned at runtime do not take Radial Damage if simulating physics. ...
When you have a character in a level and if you setup the blueprint of the character as shown below, the rotation of the character will differ when played Standalone vs Selected Viewport. Photo of ...
Using ServerTravel from a map set as the Transition Map with Seamless Travel enabled in the Game Mode will crash the editor. Probably related to [Link Removed] Reproduced in 4.7.2 binary and Main ...
In ParticleComponents.cpp the function UParticleSystemComponent::TickComponent don't not make any call to Super::TickComponent. This causes issues when using it in blueprints, such as not being abl ...
When setting up a BP via the scene with the new method of adding components and converting to a BP the child component that is set to simulate physics enabled will be offset from its original positi ...
Character::OnJumped_Implementation() should be virtual or users' custom implementations will not be called. If they declare it with "override" their code will fail to compile. Already fixed in Main ...
Possess() should only work on the server, and only be callable on the server. ...
Flying pawn from Flying Template does not collide with landscapes. ...
Set Timer node does not stop the timer if it is set to zero by the Custom Event. This is also true if Set Timer Delegates are used. ...