Component blueprints behave differently to normal actor based blueprints with regards to the show 3D widget option when a vector in the blueprint is set to editable. Basically the 3d widget never s ...
In most places in PathFollowingComponent calls to GetActorFeetLocation should be turned into GetActorNavLocation for flexibility's sake. However, it's not trivial and will require some thought. ...
The 'Convert Actor' option in the details tab of brushes does not function. The option is grayed out and not selectable. Note for Core: This button works by looking for the ConversionRoot UCLASS m ...
When using the "Keep World Position" attachment type, the child mesh does not scale properly with the parent. X scales normally, but Y and Z seem to be swapped. [Image Removed] The name "Keep Wor ...
The user named a border "background" then replaced it with a canvas panel. After this they made an image and named it "background" and this cause a crash. Some kind of naming conflict. ...
Cannot choose attachment bone for child components in C++ We have a user attempting to parent a mesh to a skeletal mesh, but he cannot attach to a specific bone on the parent causing everything tha ...
Open a FoliageType asset from the content browser, the "painting" category is missing. The category is there in the foliage tool, and exists in the UFoliageType class, and I can't instantly see why ...
This issue also occurs This is the same error as in [Link Removed]. Discovered by a user on AnswerHub, I was able to reproduce this error in today's 4.8 branch, CL 2575437 Attached to his thread ...
When you place a Mesh with a Translucent Material using Separate Translucency in the view of a Scene Capture 2D using Gaussian DoF, the resultant capture will ignore the Separate Translucency Settin ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...