SceneRenderTargets.cpp includes LightPropagationVolumeBlendable.h, which means if you disable the LightPropagationVolume plugin and compile, you will get compile errors. ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...
A number of users have reported that blending animations between Third Person Project and Animation Starter Pack results in a "dipping below floor level" between the two animations. The cause of th ...
In the Extract Sprites window, if the user changes the Naming Template, they will have to click on the Extract button twice for the sprites to extract. ...
Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...
Seems like we should be specifying the .NET version like this guy's fix. ...
If an ensure() fails within an automated test, the test can still show a successful result. ...