Creating a new Physics Asset will override the behavior of the previous Physics Asset inside the Phat Editor. This seems to be linked to which physics asset is currently assigned to the skeletal me ...
Custom TouchInterface doesn't fade to Inactive Opacity User Description: Virtual Joystick always show on screen, even if Time Until Deactive is 0.00001. ...
Selecting a text field that is displaying "Multiple Values" will rewrite all values for all selected entities to "Multiple Values". Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2 ...
This is an early trending crash coming out of the 4.16 Preview. This has also been experienced internally on an internal project ([Link Removed]) User descriptionsCreate new cloth asset > Apply ne ...
When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...
Cull Distance Volumes cause objects within them to disappear from the World Composition window if they are culled out at runtime. Regression (no) issue (does) occur in 4.12.5 ...
A licensee has reported that their vertex animations are leaving a lot of be desired with anti-aliasing. Specifically using vertex animated meshes can leave aliasing remnants behind while it's shift ...
Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
Randomly selecting a character class from the GameMode constructor using ConstructorHelpers::FClassFinder can result in default or null character being set when the level is reloaded. It appears tha ...
In the Content Browser in the Viewport to the right of the Content Browser outliner (*see image): If you are in Tile View you can drag an asset into a folder in the same viewport and successfully m ...