A licensee on UDN brought up some issues with "Convert Selected Components to Blueprint Class". After investigating a bit, it seems there's been some regression compared to what could be done with " ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...
Worked: P4 Main 4.7 CL:2375748 P4 Releases 4.6 CL:2369413 (Gold) Broken: Portal Binary 4.5.0 CL:2326478 After creating a matinee with event(s) in it, creating a Matinee Controller only shows the " ...
When closing a media player asset in the Oculus Quest the Clear Color is ignored and the last frame is left on frame shown. This happened whether I ran the project both while the Quest was and was n ...
If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Update Mesh Section incorrectly sets vertex colors for a Procedural Mesh. The closer a colors R, G, or B value is to 1.0 or 0.0 the mor ...
DESCRIPTION: When a destruction mesh has been setup to move to a location or use a lerp if it is destroyed the components will fall, come to a rest, and then the entire destruction destruction mesh ...
The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...