When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
-Morph target cycles through all values instead of only alternating between 1 and -1 -Couldn't reproduce in 4.17 -attached a test morph target asset Link to example video from user: [Link Removed] ...
There is a discrepancy between how Movie Scene Capture (Legacy) and Movie Render Queue handle letterboxing for sensor aspect ratio's that do not match the export resolution, which seems to be a bug ...
Transform in misspelled in the first paragraph of station 1.1 on animation_basics in content examples. ...
Add the 1.6 integration to 4.13 for release. ...
Materials using EyeAdaptationInverse may render incorrectly when debug visualizations are active. This issue can be resolved by modifying the EyeAdaptionInverse function in EyeAdaptionCommon.us ...
Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
On a Mac in UE4.14, drop down menus on the appropriate nodes will not display correctly when the Event Graph is zoomed out below a 1:1 ratio. Regression: Does not occur in UE4:13 ...