BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...
Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...
Shadow quality from a movable directional light has lower resolution quality than the previous release of the engine. This is a regression in quality from 4.12.5 to 4.13. Tested with: Good Quality ...
When using the Spawn Actor from Class node, the Spawn Transform Scale is being multiplied by the actor's original scale, instead of just setting the scale to the Spawn Transform's value. In 4.11.2, ...
When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
This is regression from 4.10 functionality. When assigning the Android Back Button functionality in a GearVR project, the back button will now bring up the Oculus Home Screen asking if you would lik ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
BRANCH: MAIN CHANGELIST: 2323471 PLATFORM: Windows DESCRIPTION: Creating an FBX with media embedded and later overwriting that FBX with a new file that updates the material and the mesh, only the ...
UPDATE: 12/23/2015 This appears to be occurring on packaged projects for Win64 as well. ====================================================================== When attempting to launch a level t ...