When we reimport our skeletal meshes with updated FBXs, the resulting skeletal mesh is scrambled up. See Scrambled.jpg attached. This does not affect every single reimport but happens randomly. W ...
Following the repro, a temporary copy of a BP Macro library is loaded into memory. When you right click to place a node, it incorrectly lists macros defined in this temporary library. They are fully ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
While testing in KiteDemo - //UE4/Release-4.16 CL 3420042 in Binary – When the editor autosaved I noticed a warning occurred in the output log. – Issue occurs during any Save operation. User can use ...
This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...
If the user has set show mouse set to true and clicks the screen the Get mouse x and Get mouse Y will no longer return anything other than 0.0 Additional notes: This does not appear to be a regress ...
When using an input axis for a task such as moving a character, losing focus on the standalone window while holding the key does not stop the axis from firing, which means the character will continu ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...
Adding a material to an FBX with a Multi/Sub-object material, then reimporting the FBX will not import the new material. The material element will be added to the mesh but the material applied will ...