Certain scroll bars within the Editor while on a Mac have their directions reversed. i.e. The 'World Outliner', the 'Details' panel within a 'Blueprint.' The suggested workaround I gave to the user ...
When assigning a static mesh to the "Sample Static Mesh" module, the engine will crash as soon as you select a mesh and click "Fix Now". If the mesh already has CPU access enabled it will crash as s ...
Currently details changes to the following are not noticed by the Diff tool when diffing AnimBPs:State Machines (i.e. Max transitions per frame)Transition rulesConduitsStates This also affects non- ...
2 issues with SGameplayTagQueryEntryBox that a UDN customer noticed:We are binding a delegate to UGameplayTagsManager::OnGetCategoriesMetaFromPropertyHandle to customize how the categories are retri ...
Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Edit MattK: This seems like more of a cooking issue than an fbx issue. The crash is related to nav collision When adding a FBX import into your project, if you do not close the project out and ope ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
When you assign a Material to a Multi-Material Skeletal Mesh via the Mesh's Level Viewport Details Panel, you will lose access to all the other material Elements after the first assignment. For ins ...
When using World Origin Rebasing, it is possible for the camera to offset itself from your starting location when exiting PIE. This will cause the next PIE session that starts at Current Camera Loca ...