Licensee has a setup in which static lighting is placed in a Blueprint Actor and then a New Blueprint is created with the parent added to this new blueprint. All Elements in both Blueprints are set ...
Find-in-Blueprints completely misses implemented interface graphs due to how they are stored within the UBlueprint. This results in the graphs being unsearchable (all nodes and pins, possibly sub-gr ...
If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...
When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
Using a 3D Widget with a text block who's font size is set to 1,000 will give a fetal error when packaged. Note: The package will succeed, however when the project is opened the user will receive ...
When working in Manage Mode with Landscapes and deleting a component, if you undo the deletion, you can no longer modify or select the component. I did attempt to rebuild the scenes lighting and ge ...
If the player uses Event tick to set the position of a widget blueprint with in the viewport and the widget then leaves the bounds of the viewport the widget will then no longer update so that it ca ...