There are some dialog windows that will render on top of other external applications when the editor is minimized and does not have focus.....i.e. 'Building Lighting' and 'Auto-Save' dialog windows. ...
According to a licensee, StageFiles() is called with ExcludeWildcard that contains a directory name ("Engine/*") and bRecursive=true when building DLC. This is not supported by Directory.GetFiles(). ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
Recorded sequences create "Visibility" tracks instead of "Hidden in Game" Tracks. "Visibility" tracks appear to be legacy tracks that you can't create anymore, but is still created by Sequence Reco ...
In the blueprint editor, the Debug Filter UI does not updated immediately when the user selects other actor instances in the level. This can result in the wrong instance being listed as "(Selected) ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
REGRESSION: No, this occurs as far back as 4.20 After duplicating a blueprint interface function, the duplicate interface will have an error similar to this:LogBlueprint: Error: [Compiler NewInterf ...
Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...
BP with Show 3D Widget enabled does not display the correct vector values in the bp editor. Note: If you don't see a difference at first, delete the bp in the level and place it again. The widge ...
When importing a mesh as skeletal mesh and using any of the MikkTSpace or option to "Import Normals and Tangents" will cause the normals to import incorrectly. If using the Compute Normals or Import ...