DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...
[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...
The Get node for the float value of Custom Axis Mappings only returns 0.0 when called from Blueprints other than the Controller. Input from the player does not affect the value. Note: this works a ...
A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...
Clicking the GameMode Override dropdown in the World Settings tab crashes the editor. Also occurs with any of the sub-options for the GameMode. Does not appear to occur if there is not already an ex ...