Grass map heights all appear to be 0 when generating grass on a Mac running 10.10. This bug does not occur on Macs running OSX 10.9.5 Putting a breakpoint in LandscapeGrass.cpp line 476 you can se ...
When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...
Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...
This user's project crashes on PIE after the Game Instance's parent has a wire disconnected, compiled, then reconnected. Possibly related to [Link Removed], but the call stack is slightly different. ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...