I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...
Iterative and Incremental cooking are supposed to recook packages when their "inputs" change. Most of the time inputs are the package file itself and the other package files on which it has dependen ...
Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...
I tested this on a Mac Pro in UE 4.15, 4.16, 4.17, and 4.18. As a possible workaround for the fog issue, I've discovered that setting Atmospheric Fog > Lighting > Disable Ground Scatter to "True" wi ...
Several Users are experiencing crashes on importing a 4.6.1 project into 4.7.0 (Release) Here are the crash reporter links: [Link Removed] [Link Removed] [Link Removed] [Link Removed] [Link Removed ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
Clearing the texture field in the SubUV Animation after creating it from a texture in the content browser will crash the engine. ...
Increment and decrement nodes return the incorrect value User Description: Getting the result of the Increment Macro seems to be incrementing the variable twice. Very confusing. Is this normal? ...