Setting a vector variable to editable and showing a 3D widget within a blueprint actor component does not show the 3d widget within a blueprint implementing the component. ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
If a user creates a struct and then creates a data table that uses this struct, the user can then no longer add variable to the struct due to the engine crashing ...
The option to save on Compile "On Success Only" does not save on successful compiles that contain warnings. If this is intended, then to avoid confusion, the tool tip should specifiy that "Blueprin ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
If an actor has had simulate physics enabled and then the console command Slomo 0 is used, force will be added to the mesh, causing it to fly. ...
Marking a function as BlueprintPure will result in a UHT build failure in Visual Studio if the function returns an ENetMode value. The ENetMode enum is not marked as a UENUM(), causing the build to ...
Not all plugins live under Engine, PlatformerGame being an example of one. ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...