In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. This is similar to [Link Removed], but according to James Golding there ...
If the user sets the value on the slider to 0 or 1 the handle will clip as it appears to go too far to either side. ...
When you use the console command for ShowFlag.Rendering 0 the screen multiplies. This happens on both iOS and Android devices ...
Version to VersionResultsNew 5.0.3 project to 5.1.1Works as ExpectedNew 5.1.1 project to 5.2Works as ExpectedNew 5.0.3 project to 5.1.1 to 5.2Bug OccursNew 5.0.3 project to 5.2 Bug Occurs The scene ...
In the details for a Static Mesh Actor, MassInKg resets to 0 when the user tries to set it to something else. I couldn't reproduce this issue in 4.13. ...
The editor crashes when the Count parameter passed into the Mid function is < 0. There is an assertion check(Count >= 0); in FString Mid in UnrealString.h, but an error message would be expected ...
All of the graphs in the Math_Hall can be scaled down to 0 which causes the graphs to appear distorted. These should probably be clamped as 1 since scaling them down to 0 does not show any useful in ...
Cull Distance Volumes Affecting Actors After Being Deleted. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, and 4.24 CL# 9428115 ...
There is an issue where Static meshes in a particle system are not affected by decals, It is unsure if this is intentional behavior or not. This issue does not appear to be a regression Versions ...
Materials using EyeAdaptationInverse may render incorrectly when debug visualizations are active. This issue can be resolved by modifying the EyeAdaptionInverse function in EyeAdaptionCommon.us ...