When using a Game instance to modify the sound in the editor the sound will ignore settings made by game instance. This issue appears to be occurring only in the editor, as running the game in stand ...
When using UMG and enabling advanced options then deselecting and reselecting the asset can cause issues with the scrollbar length and cause some options to be initially cut off. The scrollbar then ...
If an FDateTime variable is created in code and has a default value set in blueprints, any instance that is set to the blueprint default value changes to the code default on hot reload. This includ ...
Reaching max Pitch and Yaw while piloting an actor will cause the actor to roll randomly User Description: When pointing my view straight down or up the rotation values (x and z) go wild, this mak ...
Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...
Emitter Initial Location (EIL)module will cause the emitter with the module to follow whatever other emitter is set. If the emitter being followed has an Orbit module, the first emitter does not fo ...
If the user renamed an Event Dispatch in a blueprint that is being referenced in another blueprint, the dispatch will be renamed but will be treated as a new event. This means the user can place th ...
Watched value of 'Get Capsule Radius' returns the radius of the wrong capsule. The printed value returns correctly, but the the watched value returns the radius of the inherited capsule component in ...
Differences in PIE and Standalone when attempting to set the Material for a Particle system within the construction script of an actor blueprint. I know there are probably some differences in how P ...
With Layered Blend Per Bone, if the bone for Blend Pose 1 is in the hierarchy below the bone for Blend Pose 0, then the Blend Weights have some odd behavior. Blend Pose 0 = root Blend Pose 1 = spin ...