A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
When mousing over the Enable Metal / High - end mobile rendering preview box, return summary is Enables Environment Queries editor. ...
Using the Ctrl+Spacebar shortcut will snap an actor to a 2D layer even if Layer Snapping is disabled in the project settings ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
Adding a new code class to a code project, or generating code files, will reset any Include Directories set in the Project Properties in Visual Studio. ...
A warning is needed before allowing users to uncheck update Navigation Automatically. A user has done so and then created a nav mesh that was 1,000,000 by 1,000,000 in size and they can no longer op ...
Random Stream variables in the GameMode are reset every PIE. Workaround is to use Set Random Stream Seed before using the Stream value. Reproduced in 4.7.6, 4.8.1, and Main (//depot/UE4/Promotable ...
The blueprint debug filter is not working properly. It shows when your print string is being called but it isn't showing the trace location of the actual function from the blueprint. ...
This has been around since public launch. The rotation widgets emissive material will cause trouble with the post processing and reflections in the scene. Especially troublesome if you with bloom an ...