If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...
Using SceneCapture in packaged VR projects causes poor performance. Also observed with SceneCaptureCube Does not occur in 4.18 ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
When making changes to a property in a component of a Blueprint, those changes are not highlighted when looking at the changes in the Components section of the Blueprint Diff tool. ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
Component property inheritance sometimes does not behave as expected when opening a project with the -game command line argument. Attempting to load a child Blueprint through code may not correctly ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...