Exporting the UE4 Mannequin to Blender then re-importing to UE4 breaks the animations, causing them to reimport rotated 90 degrees ...
Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Setting the lifetime for one of the visual debug helpers (a sphere was used in the repro, but the results should be similar for any of the debug helpers) to a value of 0 or less should make the debu ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...
Checking Override Attenuation in Details < Audio Component < Attenuation disables settings that further adjust the Attenuation. Such as: Attenuation Air Absorption, Attenuation Listener Focus, Atte ...
Steam VR overlay not available when launching packaged game on Oculus Rift through SteamVR with -hmd=steamvr. Disabling Oculus plugins (except for input) allows it to be summoned normally. Same th ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...