User Creates an actor with a static mesh and then adds more components to it. The user then separates these components from the actor transforms them and then adds them back to the original actor. U ...
Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...
This user's project crashes on opening a level in PIE after adding a variable to a struct referenced in the GameInstance. Note that I had to do this twice to get the crash to occur. The project can ...
The AnimBlueprint shows duplicate characters in the Debug Filter causing three effects: 1. Causes breakpoints not to function properly 2. Reverts back to "No debug object selected" in the Filter rat ...
If the user runs and array into a select node and then runs the return value into the target of a custom event the connection will break between the array variable and the select node when changing ...
After creating a plugin in using the New Plugin button in the editor the project will fail to compile. ...
Get All Actors of Class is failing to report at Event Begin Play in a streamed level. Test project attached. This is a regression: did NOT occur in 4.8.3. Reproduced in 4.9.0 binary and Main (2678 ...
When a user creates a second return node (Right click> "Return node") inside of a function the second return node will duplicate any return values that are added while it is in existence. ...
Disabling collision of an actor after an overlap event will cause the event to fire twice This is working properly in 4.10-2674146 User Description: Calling on "Set Actor EnableCollision" or "Set ...
If the Auto Possess AI is set to Spawned or Placed in World or Spawned then the falling animation will play in the blueprint viewport. ...