No scroll bar is created when the Collision Preset section of Project Settings is expanded. Clicking an element in the Preset section does not add the scroll bar. Collapsing the section and re-exp ...
When changing the Texture Quality settings through the Engine Scalability settings within the main viewport, the topography/height map of the landscape changes. The user mentions he originally impo ...
A user complained that a font was not showing up in their project. While investigating this issue, I found that certain fonts will cause the project to no longer work when launched to FireFox. The b ...
When two blueprints request information from one another it causes the blueprints to need to be compiled and when one is compiled the other is uncompiled (dirtied). In the example given the informat ...
This user's Function Library will not save. Hitting save returns the following error: Can't save D:/4.7_Projects/EngineTransientBug 4.7/Content/Math.uasset: Graph is linked to private object(s) in ...
When Phyics Blend in the PHAT editor is set between 0 and 1, the user character will spin wildly. User has image of this affecting character in game whereas I was only able to replicate it in the PH ...
With an asset that has a physical material applied and generating hit events, the Switch on EPhysicalSurface node always returns the Default Surface Physical Material. The user on the AnswerHub po ...
I ran into this in the GDC VR demo in a 4.6 build and it made life pretty difficult. I expect it still exists in main, I can provide necessary FX files in QA game if needed. ...
If a variable is moved to a category outside of the default and then the user compiles the blueprint then the category will be erased and the variable will be put back in the category it was origina ...
Most variable types that do not reference a specific Actor in the level cannot have defaults set in Structs. While this makes sense for Actor references, I don't see why a Struct couldn't reference ...