When you select two or more sockets in one skeletal mesh and copy them and paste them into a different skeletal mesh, all sockets will be named after the last socket selected followed by _#. ...
After creating a blueprint and adding the functions "Save Game to Slot" and "Load Game from Slot," the same summary occurs for both when moused over. The message for both is Save the contents of the ...
Hot reloading a project that includes a plugin will not be able to save if the plugin is used in the project. ...
The ReceivedSpectatorClass function in APlayerController may have an incorrect parameter. The parameter it takes in is TSubclassOf<AGameMode> SpectatorClass, but this may be intended to be TSubclass ...
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 ...
Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...
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. ...
If the Restart Game function is called in blueprints or code then the editor will crash when exiting PIE [Link Removed] ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
Calling the Dynamic Material node by right clicking in the UMG Widget Blueprint Graph yields a node which is not accessible. [Image Removed] ...