Using following code in Python: seq.add_possessable(seq.add_spawnable_from_class(unreal.CineCameraActor).get_object_template().camera_component) doesn't create a camera component track in sequen ...
A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
When Having a SkeletalMesh or Static Mesh, you can control Material Parameters directly. Something like that is missing for Post Process Materials. Matinee had a generic Float or Vector Track.If Se ...
As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...
A sequence created in UMG appears to skip/ignore the first frame. If an event is set to fire off on the first frame of the sequence it will not fire. ...
After changing a rich text block to use a different style (from a data table) it will ignore the material applied to the the default text style and it will use the color instead. ...
issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...
When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...
Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...
Unable to save an Editor Utility Widget when it is running ...