When rendering a custom depth post process material Hierarchical Instanced Static Meshes will not use this even if they have been enabled to do so. Sample Project attached. ...
If the user right clicks on the AbilityBase blueprint the editor will crash. ...
NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...
With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...
Importing a large landscape, such as 8192x8192 or 8129x8129 into a project shows that a landscape has been created, however the landscape itself does not render in either wireframe or perspective vi ...
When an item has the option to open and change a color via the Details panel of the placed Blueprint actor in the world, the color picker will close immediately on changing any one setting. ...
First of all, I'm not sure this is an issue with UE4, but I'm not familiar with Blender to rule this out. A user has reported an issue when importing a Rigged mesh from Blender it will add an addi ...
After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...
Attempting to add collision to an EQSTestingPawn class is not possible, as the inherited capsule component seems to override any new collision. Simulating with the inherited capsule will cause the P ...
Render Target is displayed across the client and server. Render target should only be displayed on the player and screen that spawns the actor. Note: Turning visibility off for the render target w ...