The elements of an array that are shown in the details panel (below the world outliner) are drawn even when the array is collapsed. This can cause a performance drop when using an array that has a l ...
Given specific naming of a ChildActor Component and if the ChildActor class is replicated, client(s) can be immediately get kicked from a networked game. ...
None of the Set functions in the UWindDirectionalSourceComponent are able to be called from code. The functions can be called from Blueprint, but without the ENGINE_API macro, none of the functions ...
I've tried implementing BP logic off an EI Event using Any Key, never executes. Tried having the associated Input Action have Consume Input set to true- still nothing. I'm not sure what the expect ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...
Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover. ...
If the user is pressing a button and then uses one of the virtual joysticks the "Is Pressed" node will return false even if the user is still holding down the button. ...
When a Scene Capture Actor is updating the content via an Update Content Node, the Static meshes in the world will flicker or pulse according to the update timer for the Scene Capture Actor. This o ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...