Actors can be copy-pasted from hidden layers, which carries with it bHiddenEdLayer state. "It looks like this could be prevented in UUnrealEdEngine::edactPasteSelected, by setting bHiddenEdLayer ...
According to Licensee this problem seems to be caused by the time to sample the data. By changing the time to frame number, the import seems to be successful. \Engine\Plugins\Experimental\AlembicI ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...
Rendering freezes on Oculus mobile with World Composition. ...
Attempting to Reimport multiple Data Tables that do not have associated data source files results in the Engine crashing. When a single Data Table is selected to be reimported, the Editor asks for t ...
Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...
Placing a FunctionalTest Blueprint into a level that contains a landscape component and a sub-level that also contains a landscape component results in a crash when PIE is started. This only occurs ...
LDR does not appear to be preserved when using media textures in widgets. ...