User imported a custom image in the correct format to be used as an Ambient Cubemap within the Post Process Volume. Enabled detailed lighting mode by pressing Al+5 and the image has been tilted/of ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
Foliage spawned from Landscape Materials is rendering offset from the Landscape the material is applied to. I can reproduce this issue with or without Edit Layers enabled. I'm unable to reproduce ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
Wrong morph targets are animating in standalone game, but the right ones play in PIE See the Additional Info URL for the user's description (and youtube video) Here is the project: [Link Removed] ...
Moving the camera around with click-drag in this project during Standalone or in packaged games causes choppy camera movement. This does not occur in standard PIE. Test project attached. Notes from ...
Adding various collision types to a single mesh will cause it to hard crash the editor. No Crash Reporter window will open. Note that this happens with the user's mesh, but I was not able to repro ...
Add Actor Local Offset does not work for Client Characters. The client attempts to move but is forced back to start, resulting in a jitter and not the intended movement. The same movement setup in a ...