When a component written in code has it's category setting changed in blueprint the rest of the details for that component will not be editable once the component is deselected and reselected. ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
If trigger execute is called in Blueprint, it will fire every time the sound recovers from being virtual, even if it has not been called again. See video example: [Link Removed] Also occurs in Re ...
When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
Physical materials placed on starter content shapes always return as invalid for any trace or collision query. ...
Landscape layer blend nodes do not properly update input pins when layer pins are changed from alpha/weight blends to a height blend if the pins are populated during the change. ...
Attempting to add multiple instances of a Scene Component that was created in code and contains a component such as a Box Collider causes the Box Colliders of each Scene Component to be parented to ...
Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
Using a Set Control Rotation node does not change the camera rotation when in VR mode. ...
Preserve Non-Uniform Scale doesn't work for child actors when they are scaled smaller than the parent. Licensee Description: I just noticed that the option does not seem to work if the object is p ...