Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...
Wrong morph targets are animating in standalone game, but the right ones play in PIE See the Additional Info URL for the user's description (and youtube video) Here is the project: [Link Removed] ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...
Landscape holes have collision if the mip level of the landscape is changed from 0 to 1. ...
When using the default value in a "get text size" node, the height and width return 0.0. Note: potentially returning null value as no hard value is presented to font. James: Should use same fall ...
Build: 4.4.2-2289767 Description: If a user makes changes to a landscape then saves the project, the landscape will appear smoothed until another change is made. Repro: [Reproduced Internally] 1. O ...