Upon PIE, the Can Ever Affect Navigation option is being reset on the capsule component of an empty character. Dragging the empty character into the level, setting the option to true, and then playi ...
See repro steps. Workaround Unset and set bIsFocusable on widget's class will allow bIsFocusable to be set and persist on the nested instance. ...
An assert is triggered in this case because in multi-process PIE, if the editor is a client, the PIEInstance of the world context remains at -1 (see UEditorEngine::PlayInEditor). If this client inst ...
Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...
Any active events fire at frame 0 when the sequence loops ...
Textures in Post Process Blueprints do not update with Dynamic Material Instances. Scalar and Vector Parameters update as expected, but Textures do not. Note This was attempted with both a materi ...
While working with a struct. If the user changes the value of a variable the info panel auto-collapses. The user than has to re-expand the info-panel and work their way back to the place they left o ...
Error message: Assertion failed: PlayWorld == NULL [Link Removed] [Line: 854] Source Context:842 void UEditorEngine::BroadcastObjectReimported(UObject* InObject) 843 { 844 ...
D-pad does not trigger the On Key down function to fire off when using UMG ...
SetRotation in a custom component based on another actor's linear velocity incorrectly updates the velocity of the parent blueprint containing the custom component. This causes sporadic, jittery mov ...