Using the bugitgo command line argument will teleport the player to the x,y,z specified but will then will cause the player to continually fall through the floor/world. ...
Cannot set array elements from an array that is contained within a struct User Description: Setup: Array of structures "StructureA". In StructureA, array of integers/strings/whatever. Result: Can' ...
Physics object set to OverlapAll will still collide with the player User Description: The pawn is simply colliding with and causing physics on objects it shouldn't be. To replicate: Set up a new ...
At the prompt of a UDN post, I investigated the cooking/staging code and discovered that it is hardcoded to copy files for the "Game" localization target. This needs to be configurable in some manne ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...
If the user has the number of players set to more than one, the VR preview will crash. ...
In Http communication server headers are Implemented as TMap such that multiple calls override the previous call so only one setting is saved. This means that, among other issues, a lot of times co ...
When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...
If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...
When running the editor through VS debug mode, any breakpoint that is set in the class used as the Default pawn class in world settings will be ignored when playing in editor ...