When attaching an Actor during its BeginPlay, using SnapToTarget (when that location is not already matched up to the parent) creates an offset on the client. ...
The NetworkProfiler and UI tool assume that ActorNames are in the format <ClassName>_<ActorName>, and is not robust against underscores in either the class name or the actor name. However, given th ...
Attempting to use a post increment operator in a TMap or TSet iterator will fail to compile with error shown in callstack field. This is due to the post-increment operator not being overridden in M ...
Attempting to package a plugin as DLC is failing with the following error message: Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource However ...
After scaling a skeletal(or static) mesh up and converting to a static mesh the resulting asset will retain the original size of the mesh before it was scaled up. If you have more than one asset s ...
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 opening a level that contains actors with a childActor component, "LogSpawn:Warning: UWorld::DestroyActor: World has no context!" warning will be displayed for each actor. ...
[NickW] This is because the app needs permissions for the camera in the plist when deploying on iOS. ------------------ Google VR appears to crash on a shipping build when installing onto an iOS d ...
If a raw input device is connected to the computer after starting the editor/packaged game, the device is not registered and input is not received unless the editor/game is closed and then restarted ...
Cannot assign default values for UserWidget variable. This limits their usability in blueprint classes, and really prevents them from being useful in UserStructs, particularly if that user struct is ...