When connecting C++ created event dispatcher, the Target node will not accept reference to other actors. This is happening in 4.6 and Main but is working as intended in 4.5.1 ...
When the user launches a packaged game for the Android S3 Mobile Devices, any BSP's that were in the level are not visible. Collision still exists, but they are not visible when playing. ...
When a project with an InstancedStaticMesh is used in a level, the static mesh is failing to render on a mobile device Tested on a nexus 5 and an iPad air OS 8.1 ...
Changing the color and/or opacity setting for a text block does not register with the autokey when animating in UMG. Because of this users are unable change these settings dynamically via the animat ...
After place a Nav Mesh Bounds Volume into a level, launching the game and pressing the [ ' ] key to show information about the Nav mesh the print string stops working. If the User closes the game w ...
DESCRIPTION: When using instanced static mesh component in a blueprint that has LODs the normal distances for LODs are not reflected for the instanced static mesh component. AH Post: https://answe ...
Under Project settings > Packaging>"For Distribution" when the user scrolls over this area, the pop up description reads "...If disabled, an development build will be created." ...
The UWorld class contains a declaration for UWorld::UpdateWorldStreamingState in World.h, but there is no implementation in World.cpp, and no reference to UpdateWorldStreamingState anywhere else in ...
Dragging the Translation Widget in Perspective Viewport on Mac does not translate the selected Actor, and when dragging is released the cursor is moved to the top left corner of the Viewport. Happen ...
When launching/playing a game in windowed mode, the lower resolution settings remain when using the command "r.setRes 1920x1080f." The user is saying for example if he runs the command "r.setRes 64 ...