When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
When creating a new Widget Blueprint in a new project and adding a Text Block, the Text Block blurs when its Render Transform Translation Y-Axis is changed from default to ex [0.0x, 0.0y]. Regressi ...
See attached video. Happens always in editor, will also happen in standalone game but only if viewport rect has not the full window size. The issue was not present in 4.22. Update 1/22/20: A ...
the cable actor does not dynamically deform when the cable actor's parent mesh moves. Instead, the cable actor becomes rigid between the meshes it's bound between. This bug does not occur in the fo ...
This is because THeightField::PhiWithNormal has not been implemented yet. ...
When a large quantity (about 50 in this case) are imported simultaneously, and the Import Uniform Scale is changed to any other number besides 1, random meshes differ in size. This happens regardles ...
Licensee reported that when updating from 4.16.1 to 4.17.2 the value of a function input Boolean is being reset. It is checked as True in 4.16, but when switching to 4.17, it is no longer checked. ( ...
In 5.1 through 5.3, Call-In-Editor functions within EditorUtilityActor Blueprints created via Create Advanced Assets/Editor Utilities/Editor Utility Blueprint are not callable in editor. Prior to 5 ...
It's possible to have the Audio Meter widget stop responding if you set the Gain really high. It will cease to work as long as the MetaSound window is open. Closing and reopening the MetaSound windo ...
Adding a new Text Widget Blueprint as a Widget Class to a new Actor Class Blueprint changes the visibility of the Text in the Viewport when compiling the Widget Blueprint multiple times. Regressio ...