Child actor components get duplicated when duplicating a level (extra duplicates). The duplicate level has more instances of the child actor component than the original ...
When a widget component is using it's own bounds scale the value doesn't appear to have an effect in the editor. To verify this I added a parent component and used it's bounds scale with the same va ...
See also https://forums.unrealengine.com/showthread.php?64082-Media-Framework-Roadmap&p=590662&viewfull=1#post590662 ...
In ConstraintDrives.cpp, SetAngularPositionDrive and SetAngularVelocityDrive do not use "InEnableTwistDrive" and instead assign "TwistDrive" to "InEnableSwingDrive". void FAngularDriveConstraint::S ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected ...
The editor will crash when assigning a new collision channel to an already fractured destructible mesh. Tested in: 4.13 CL-3106830 4.14 Dev-Main CL-3109838 ...
Crash occurs when casting back to the pawn owner from the Anim Graph. In this case, it is being used for "Copy Pose from Mesh" Workaround: Cast to Owner from Event Graph, defining variable as the ...
Crash occurs when the user deletes a skeleton while it is being used in the current level. If the skeleton is not in the loaded level, the crash will not occur. ...