While other inputs are set up for the Character BluePrint, the inputs for Jump are missing so that, even if the user enters Action Mappings for jump under project settings, the character may play t ...
GameplayDebuggerProxyHUD is misspelled in the HUDClass under World Settings within the Editor. Edit MattK: The whole class has the wrong name. It will need to be renamed and redirected ...
When using a decal on an unlit material the decal will not render. Adding the DBuffer Decals yields the same result. ...
TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...
When editing an actor blueprint that's inside of a hidden streamed level, the blueprint actor transform will reset to 0,0,0. There is a video that's attached to the AnswerHub post which is very use ...
We need to implement support for reading from the Metal drawable's back-buffer texture for FMetalDynamicRHI::RHIReadSurfaceData FMetalDynamicRHI::RHICopyToResolveTarget in order to make FSlateApplic ...
Duplicated blueprint components do not update when altered until compile is pressed. They don't accept new parameter values nor do they respond to any transforms. ...
When making a Simple Fresnal node inside of the Material Editor and plugging it into the Basic Color node it returns strange values for the preview. Specifically the dark inner color will move off t ...
LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...