The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...
If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
DataTables exported to JSON in editor (UDataTable::WriteTableAsJSON, accessible by right clicking a data table and picking export to json) that contain variables with spaces or other outlawed charac ...
The Export map will properly be updated but the creation of the import will fail with SourceIndex == INDEX_NONE From MarcA: I'm guessing the import source index is always none for native classe ...