Adding the C++ Vehicle feature pack to a project fails to compile with the following error:CompilerResultsLog: Info Error: Couldn't find parent type for 'TP_VehiclePawn' named 'AWheeledVehicle' in c ...
This is a regression from 4.14.3 at CL 3251583 ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
Attempting to call a FRootMotionMovementParams function results in an unresolved externals error on compile because of the static FVector RootMotionScale variable. Workaround: In source, removing s ...
Open QAGame and duplicate Player_RunBlend to Player_RunBlend2. Create an animation blueprint for M_Avg_Base_AnimSkeleton and set it up in the screen shot below. ( "New Var 0" and "New Var 1" contai ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
For 4.15, we should (ideally) support this, or only provide the array option in sturct (if the other path is too big a change for 4.15 post-branch). ...
Changing IsTickableInEditor to false does not prevent an object from ticking while in editor mode. ...
Increasing the Capsule Half Height size of a Capsule Component of a Character class in a multiplayer game results in other clients getting inaccurate (jittery) collision when colliding against meshe ...
When using a procedural mesh at runtime, projects fail on mobile devices. Tested on both Android Nvidia Shield and iPhone 6+. ...