When using bNotConnectable to prevent a blueprint pin from connecting to other pins, it is still possible to right click on the pin and choose the "Promote to Variable" option. Doing so will add a ...
If a game is run in the standalone editor and the FPS drops to ~20-30 FPS, pressing an event such as LMB and returning the mouse position on tick will cause the tick to jump inconsistently. Note: ...
Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...
When a class uses the EditInlineNew specifier, the resulting class has some errors when interacting with the editor. 1. Unable to assign existing blueprints based off the class to an array of that ...
The VR mode does not turn on when using the Alt+Enter method in standalone if the user has previously used the VR preview feature during the same session of working in the editor. Once the Editor is ...
Adding a Depth Fade node into the Lit Translucent Material used on a Particle System will cause the particle to not cast Shadows. The behavior is a regression from 4.9.2. 4.9.2:[Image Removed] 4. ...
When using a media texture asset the video will run fine when playing in the the headset, but if you look the opposite direction the image fills the screen and splits in half. This is reproducible ...
If a class has an FText variable defined in code when a blueprint based on the class is placed in the level it does not update the BP variable if it is changed/ compiled. ...
If a block comment is used above the UCLASS Macro, leading spaces before the start of the comment causes UHT to fail and the solution to fail compile with a "Missing 'UCLASS' in Class declaration" e ...
A licensee reported a visual difference, possibly related to bloom or specular when updating from 4.8 to 4.9[Image Removed] After looking at it with Visualize HDR on, Martin commented the following ...