Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...
If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...
Calling the HUD::DrawMaterialSimple() function may cause blueprint widget elements to not be drawn on screen depending on the hierarchy of the widget. Google Drive link to Project: [Link Removed] ...
Adding a function to a Blueprint component causes other Blueprint that use that component to have Errors and must be re-compiled. ...
If the user spawns the character on the edge of a nav mesh after selecting a destination for the character, the character will then ignore any information given by the Nav mesh and it will then head ...
Using the wiki documentation to setup a Dynamic Delegate in code gives compile errors that the DelegateName doesn't exist. Adding the open/close braces ("[" and "]") give a different compile error ...
NOTE: This is likely a known issue, but I could not find an existing bug for tracking Auto Align Floor to Mesh causes floor to align well below the mesh. Causes the mesh to float I've tried with ...
Light Complexity view mode is quite different from document. https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Viewports/ViewModes/index.html#lightcomplexity ...
Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...