As the size increases on instanced static meshes, they spread further apart, causing unwanted breaks in tiling. This increase is proportionate to the increase of size. Note: Despite the collision ...
AI character in user project does not react to behavior tree commands when spawned during play. In the specific example attached, the first pawn works correctly, but when removed from play and a n ...
When changing the name of the math expression node it will in turn change the expression. Trying to name the node results in the math being replaced with the new name. This also works in reverse. If ...
When changing The Draw as setting for a button widget to "Border" it automatically sets the image for the border to that of a sprite sheet that is used for all of the icons in the engine. ...
Trying to set the screen percentage does not work when in VR mode. A user used an execute console command to run r.screenPercentage and it worked as expected until the user press Alt+Enter to engage ...
The Spawn Actor from Class node outputs an Actor reference when a Select node is attached to the Class input, even if both options are of the same child type. For example, if two Characters are the ...
When spawning an Actor containing a Destructible Mesh and immediately doing a sphere trace to that actor, upon repeated spawns you will get False results for some time then True results for a while ...
Save game slots via blueprints do not work in a packaged game for the HTC one plus. ...
FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport. ...
When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...