When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints. ...
GameplayDebuggerProxyHUD is misspelled in the HUDClass under World Settings within the Editor. Edit MattK: The whole class has the wrong name. It will need to be renamed and redirected ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
When using a decal on an unlit material the decal will not render. Adding the DBuffer Decals yields the same result. ...
As an example, if a user sets a material variable's default within a function library it will not save. The Variable will be set back to "None" after hitting the compile button. ...
Destructible meshes that bounce lose their momentum, causing them to hang awkwardly midair (see attached video). The issue does not appear to occur for low framerates, and would only repro during sc ...
TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...
When editing an actor blueprint that's inside of a hidden streamed level, the blueprint actor transform will reset to 0,0,0. There is a video that's attached to the AnswerHub post which is very use ...
We need to implement support for reading from the Metal drawable's back-buffer texture for FMetalDynamicRHI::RHIReadSurfaceData FMetalDynamicRHI::RHICopyToResolveTarget in order to make FSlateApplic ...
If AIPerceptionComponent is set in code, a blueprint of the associated class cannot edit the Detection by Affiliation setting in the details panel for the component. ...