Static Mesh LODs cannot be removed after import from the Static Mesh Editor unless you have Simplygon installed. Hovering over the tooltip for "Number of LODs" indicates this as well with "Auto mesh ...
Static Meshes are not being visibly culled within the bounds of a Cull Distance Volume, until the user presses Play in Editor. I attempted to locate a visualizer or show flag within the viewport or ...
Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...
If a player places multiple player starts into a level and rotates them the server will be rotated as expected when spawning in, however the following clients that spawn in will not be rotated. ...
When trying to update a Steam leaderboard, the source code currently adds the new value to the old value instead of replacing the old value with the new value. This works fine for something like a T ...
When using a Create Dynamic Material Instance node the Get Material node will plug into the World Context Object rather than the Parent input. This will cause a error to be thrown that does not allo ...
Code for this function below:bool FOnlineExternalUISteam::ShowWebURL(const FString& WebURL) { if (!WebURL.StartsWith(TEXT("https://"))) { SteamFriends()->ActivateGameOverlayT ...
Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...
Difference in force on an actor on a client in a dedicated server scenario between PIE and Standalone. Tested in 4.10 and 4.11. Test project attached. ...
In Persona, while in Local Space mode, translation arrows will not become highlighted when hovered over if they are obscured by the widget and attached static mesh, thus making them unselectable. ...