When attempting to bind an event in a child blueprint using a variable from the parent blueprint, the target of the assign node is automatically set to self instead of the target variable that you d ...
UAbilitySystemComponent::OnRep_ReplicatedAnimMontage doesn't handle some edge cases when stopping the montage when blending is involved. Namely, it's possible on a client (due to latency, etc.) that ...
Pointed out by a licensee here: UDataTableを読みこんだ際のメモリ破壊について When reading the `UDataTable, in DataTable::LoadStructData()` the contents of the struct are interpreted[Image Removed], but the size of ...
bReturnFaceIndex is not being used in ConvertQueryImpactHit when calling PrimitiveComponent LineTraceComponent. User quote: When calling PrimitiveComponent LineTraceComponent with FCollisionQueryP ...
When attempting to get the value of Is Closed on an instance of an actor's spline component, the value is always false during construction of the actor. On Begin Play, the Is Closed value returns t ...
If user has HOME env var, Html5 packaging creates .emscripten folder within the location specified by HOME, not the expected intermediate location(like C:\Program Files\Epic Games\4.13\Engine\Interm ...
A separate new flag should be used to control the sweep behavior of characters using Nav Walking behavior in CharacterMovementComponent. Existing assets should upgrade to set the value of this new f ...
The issue seems to have a few parts. First, active events don't persist between frames. Instead, a new active list is created each frame and diffed against the previous frame. Added events have Beg ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
Struct members belonging to a UserWidget can be set from a parent widget, but they cannot be cleared. Upon compiling, the member will be set back to it's previous value. ...