ScreenAlignedUVs does not handle OpenGL space properly. There are differences in Metal and OpenGL window coordinates, so it works correctly for iOS and not for OpenGL. ...
Adding a retarget source to a skeleton would create a hard reference from the skeleton to the mesh(retarget source mesh). ...
Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...
Transform track for a spawnable Empty Actor always shows 0, 0, 0 and it can't be edited. I could repro this in 4.17.2 and 4.18 Preview 2. This does not happen in 4.15.3 and 4.16.3. So this could b ...
When compiling an animBP with a Sub Anim Instance node with a connection to an exposed variable, warning will be displayed. When there is no connection to the Sub Anim Instance node, no warning wi ...
A model's Capsule Indirect Shadow is visible in Game View, even when a model has "Actor Hidden in Game" enabled. The shadow does not get displayed in PIE. ...
When importing a LOD model, LOD material can get added as element 0, not preserving previous material assignment. It's not possible to re-order/delete the automatically added Element 0 WorldGridMat ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
This is a remaining case of [Link Removed]. If you drag and drop an empty actor from Modes panel to Sequencer, the actor's transform track can't be edited. ...
When using a Japanese keyboard, using Japanese language input special key(halfwidth/fullwidth/kanji key) zooms out graph view in BP editor and Material editor. It seems the menu key makes the editor ...