Typo of lighting exists in the Top Down Template map. ...
https://udn.unrealengine.com/questions/570767/filtering-bug-with-iseditoronlyactor.html On a a blueprint that inherits from an actor class such as FunctionalActor, the user can mark Actor::bIsEdito ...
If a camera track has only additive transform track, some functions return uninitialized F3DTransformTrackToken made by default constructor. It causes a rare assertion. Please take a look at F3DTra ...
Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...
SetHitResultFromShapeAndFaceIndex calls if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...
Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...
This issue occurs when the section and material slot order do not match In this sample project:[Link Removed] According to a report from the licensee, the order of Sections seems incorrect.[Link R ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...
Need to add calls to Super::PinConnectionListChanged() and Super::PinDefaultValueChanged() in K2Node_GetClassDefaults.cpp. ...