User Can hide a 3D widget component that is in world space. However, if they use a widget component that has been switched to Screen space this is no longer possible. List of ways that do not work ...
Apply the two changes discussed in the thread (add the key, and also add a setting to allow MANIFEST node changes) ...
When the user adds an actor to the scene that has text render components, the components do not show up when shown in a packaged game ...
A user is experiencing a loss of information from an actor in the packaged version of the game that they are working on. The Child is set to true in the editor and the parent is set to false. When t ...
Expanding a folder in the Finder through the editor will crash the editor. Reproduced in 4.7.2 binary on 10.9.5 Crash Report: [Link Removed] ...
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 ...
If #define PHYSX_MEMORY_STATS 0 is set to 1, the Engine will not build successfully. The build fails with the message: error C2338: FPhysXAllocationHeader size must be less than 16 bytes. ...
This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...
Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...
If a blueprint has "Simulate Physics" active on a component, it will not render when running standalone game. ...