Walking on an actor with a Spring Arm in the 3rd Person BP template will cause the camera to jitter/skip. This does not happen with an actor that does not have a spring arm and it also does not hap ...
When moving a skeletal mesh from one folder to another will lose the skeletal mesh reference in the Physics Asset. A warning message will appear. Picture attached. James: Do things like FStringAss ...
Edit MattK: The display name is different when running PIE through the editor. This sort of inconsistency seems wrong. We should probably not ever be using the display name. Spaces are removed fro ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
If two line traces are run one right after the other to the same end point but different start locations, at times the second trace will incorrectly register hitting other objects though the trace l ...
The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...
If a player on a dedicated server attempts to possess a feshly spawned pawn, the blueprint must have an unpossess node just before the possess node to be able to possess the pawn. This is not the ca ...
Objects that are 100k uu+ away from camera do not trigger "OnClicked" events ...
When manually setting the FoV of a camera actor to a value above 170 or below 5, the camera actor itself disappears and the user's mouse takes direct control of the camera actor movement and rotatio ...
The FComponentReference::GetComponent() method can attempt to cast to UPrimitiveComponent when FComponentReference appears to be able to work with any scene component. ...