A user pointed out a potential to have an index out of range error in the source code. There are also a few magic numbers scattered around in this function. ...
If an array of custom UObjects is added to a class, changing the value of a UPROPERTY variable in one element of the array sets the same value in all elements of the array. ...
After Resuming from the Menu in the Blueprint_HUD level of Content Examples, looking around with the mouse is restricted to the window bounds. Clicking inside the viewport resolves the issue. ...
Trigger volumes do not detect overlap events. Tested in //depot/UE4/Promotable-CL-2394966 ...
When adding the widget inside the character blueprint it causes the widget to be created twice for each player (2 player makes 4 copies of the widget). ...
Sprites using a lit material render black in Orthographic views. Sprites are rendered as expected in Perspective view. ...
Flipbook components' collision in Characters is ignored. ...
Mesh Type Particles with Collision on World Static and Destructibles will not keep collision when placed into the Effects slot of a Destructible Mesh. ...
GetOverlappingActors will return a value when used immediately after OnComponentEndOverlap. Putting a delay after the OnComponentEndOverlap call will result in GetOverlappingActors to return null, s ...
BlueprintNativeEvents (and BlueprintImplementableEvents) are not available to be overridden in a Blueprint Graph if they do not return a value. This affects both functions present in source code, as ...