When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
In a packaged local multiplayer game, input from a second gamepad is not detected until the game window is clicked with the mouse. The first gamepad input is detected as expected. ...
The World Outliner doesn't refresh after Seamless Travel. Enabling any of the View Options will refresh the list to properly show the actors in the current level. Reproduced in 4.7.6 binary and Mai ...
Using console command 'RecreateLandscapeCollision' resets collision in areas that landscape hole materials have been placed. Workaround: paint new hole material to re-remove collision from areas w ...
In the Mannequin's default third person animations, the root bone is rotated Z forward/Y down resulting in IK's for hands and feet not aligning correctly. The result being that the joints that are ...
Attempting to pass a struct containing a variable of a type that is not compatible with blueprints into a blueprint function causes the editor to crash upon PIE. Found in 4.10.2 binary. Reproduced ...
User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...
Shift+Tab does not bring up Steam overlay when Steam VR is running ...