From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
The licensee has also provided an explanation as to why this issue occurs + guidance for a potential fix. Please see the UDN for more details. ...
When the [Actor] menu is opened, the menu of the added entry can be displayed. When the [Actor] menu is opened from the LevelEditor's Outliner, it is not displayed. Solution: Add the required menu ...
This needs to be debugged to see where the data discrepancy comes from. ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
The user has added a property to material expressions input node that has a complex expression in its "EditCondition" which isn't supported and results in a crash. Investigate adding support to thi ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
The bone proxy details customization for the animation editors doesn't currently reset modifications correctly. When a transform channel is modified and then reset, the bone proxy doesn't start liv ...