When you select two or more sockets in one skeletal mesh and copy them and paste them into a different skeletal mesh, all sockets will be named after the last socket selected followed by _#. ...
After creating a blueprint and adding the functions "Save Game to Slot" and "Load Game from Slot," the same summary occurs for both when moused over. The message for both is Save the contents of the ...
Hot reloading a project that includes a plugin will not be able to save if the plugin is used in the project. ...
A user has found that there are a few lines of code inside of shooter game that references a folder that does not exist. The lines of code below are the lines of code that reference images in an ima ...
Changing the name of a GameMode Blueprint that is set as the Default in Project Settings and then clicking the Project Settings Default GameMode dropdown will crash the editor. No crash report is ge ...
The ReceivedSpectatorClass function in APlayerController may have an incorrect parameter. The parameter it takes in is TSubclassOf<AGameMode> SpectatorClass, but this may be intended to be TSubclass ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...
Adding a new code class to a code project, or generating code files, will reset any Include Directories set in the Project Properties in Visual Studio. ...