If the user creates a function and then places it into the event graph and then goes back and add and output pin the function that is already in the graph will not update and will need to be replace ...
Inherited components in Child Blueprints cannot be dragged into the Event Graph to access their variables. Searching for the Getter in the Event Graph works as expected. This seems inconsistent with ...
A HISMC (Hierarchical Instanced Static Mesh Component) created dynamically through blueprints has its simulation reset by the Wind Directional Source. "The HISMC needs to get spawned from an Actor ...
Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
Cannot derive from ADecalActor in your game modules as not all of the functions are exposed and you get linker errors. ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
In order to use the 'Wind' material function correctly the function states you need to reference the 'Wind Directional Source' actor. The only way to do this within the material editor and through b ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
If a struct with a Texture 2D variable is chosen when creating a binding for the brush it can create an infinite number of windows. Note: If done enough the editor will crash ...