When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...
Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...
Flickering windows with four player PIE on Laptop (mobile) Geforce cards. See attached video, or video link from the answerhub thread. It happens repeatedly and very frequently. ...
When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...
The scroll bar in the Engine - Collision menu in Project Settings doesn't appear when it first should, and when it does, it resizes and moves oddly. Edit MattK: variable length widgets inside of a ...
When docking a blueprint as a tab in the main viewport the sprites and other actors placed in the default scene (including player start) begin to flicker. This flicker persists until you close and ...
James: I think we currently recreate the capsule body when you change dimensions, should just change the shape instead. – DisableCollision is reset if constrained Capsule Component height is change ...
Line Trace's chained together into a ricochet do not work on all normal directions. They seem to fire inside of the object. The blueprint setup in screenshot #2 is in the MyCharacter bp. ...