If you import a static mesh with no setup lightmap and uncheck the option for Generate lightmap UV so that only the UV Channel 0 is present. When you use the Merge Actor tool with a single one of th ...
A user is reporting that enabling the override for the IPD with GearVR doesn't work. They would like to be able to change this value at runtime. Setting the "bOverrideIP=True" and "IPD=" values in ...
If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...
Compile fails when the user attempts to launch on to Windows with the Raw Input plugin enabled. Error:LogPlayLevel: xgConsole: Module.RawInput.cpp LogPlayLevel: xgConsole: d:\framework\engine\plug ...
Noticing that when I undo assigning an actor it no longer plays back the previously assigned actor. ...
Workaround: Delete the StagedBuilds folder within [Project] \ Saved User is not able to LaunchOn on multiple platforms. They receive a message saying Plugin 'SlateRemote' failed to load. The plug ...
If the Class Defaults are selected when compiling an animation blueprint, the will be deselected and the user will be required to select them again. This doesn't occur with anim blueprint nodes. A ...
In a blueprint, the Add Gameplay Tag and Append Gameplay Tag Containers user the same tooltip (which seems to only be relevant to Append Gameplay Tag Containers). ...
The row selection doesn't update on the first click if the previously selected row had been modified. This is likely because we cache the selected row before updating the data table to reflect the n ...