When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...
If a project uses source control and a blueprint has been diffed against previous revisions, the revisions will appear within the temp folder. This temp folders contents appear in context sensitive ...
An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated. Reproduced in 4.7.2 binary and Main (//depot/UE4 ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...
When the Content/Pak file is outside of the Saved Folder, it'll crash with an internationalization error. But when the Content/Pak file is inside of the Saved folder, there is not a crash. ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
Crash when adding Actor Array Element to a Sequencer Event Struct Error message: Assertion failed: 0 [Link Removed] [Line: 56] Source Context: 42 N = FName(*StringName); 43 ...