If changes are made to the reduction settings of a skeletal mesh and then bones are removed via the "Bones to Remove" array. Then the reduction settings will disappear/get removed ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
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 ...