When exporting an object or camera with more then once section we currently only just export the first section, not the result of any blended/ overlapping sections or even adjacent sections. See ...
The default value of a child struct that is added to anther struct is not retained in the parent. An example would be if the child struct contains an integer, the default value when added to another ...
The actor position node normally returns the position of the actor with with material applied in world space. As of 4.14 it will return the parent's position rather than the child actor's position t ...
When you deploy the First Person Template to a mobile device, the sun will appear badly rendered or not rendered at all. Tested on iPhone5S, iPad Air, GalaxyS3 Mail, Nexus 6, iPad Air 2, Nexus 5, G ...
When a particle with actor collision passes through a trigger volume it won't collide with geometry for a moment. That is why in the test it will pass through the platform but then collide with the ...
Restore State should have an affect on sequencer. The animation snaps back to its starting point even when this option is not set if played in PIE. If you drag in the level sequence in the editor an ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
When creating a particle system with type ribbon data the initial size seems to be randomized. You can easily test this by restarting the level in cascade editor. You can also repro this by place th ...
Exporting an alembic skeletal mesh that has been imported and then exporting it to FBX using the asset actions options will cause a crash. Tested with: Crash - 4.13.0 Binary CL-3106830 Crash - 4.1 ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...