The 'Now' node does not return the correct time if ran through a 'Print String'. (NOTE: However, the 'Utc Now' node does return the correct time.) ...
If a variable of type UserDefinedStruct is created in a Blueprint and the project is closed before the Blueprint is compiled, upon reopening the project that variable will not be visible in the My B ...
If you set your Editor language to, for example, Japanese or Korean, and then, in Placement mode, search for the original English terms like "Camera", it should still show the same results as if you ...
The Command "StartFPSChart" references an "EndFPSChart" which is not recognized and should reference "StopFPSChart" ...
GetArrayView is returning incorrect values in Standalone games. The correct values are returned when played in Editor. ...
Changing a Custom Event to Multicast in a parent blueprint causes crash if the Custom Event is being used in the child blueprint. Callstack: MachineId:DE189244480D3CD0F8CA729A02DD38A6 UserName:tjb ...
When connecting C++ created event dispatcher, the Target node will not accept reference to other actors. This is happening in 4.6 and Main but is working as intended in 4.5.1 ...
The UWorld class contains a declaration for UWorld::UpdateWorldStreamingState in World.h, but there is no implementation in World.cpp, and no reference to UpdateWorldStreamingState anywhere else in ...
Dragging the Translation Widget in Perspective Viewport on Mac does not translate the selected Actor, and when dragging is released the cursor is moved to the top left corner of the Viewport. Happen ...
When you reimport a texture that has an alpha by Importing and then overwriting the previous texture, all versions of that texture in any material or in the level complete disappear until you compil ...