Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...
The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4465720), 4.22 (CL - 44654877) ...
When 'Run Dedicated Server' is unchecked and you run PIE with 2 or more clients, all client's animations are stuttering on Game Preview Server window. This does not happen when Run Dedicated Server ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
1) Using the Meta specifier EditCondition will gray out the property box so that it cannot be clicked, but using tab from another property box will place the cursor inside the grayed out box. 2) V ...
When a Project Version value has been specified in the Project Settings, this value is not set into either the File Version value or the Product Version value in a packaged game. The File Version va ...