Negative scaled static mesh components in a blueprint will invert their faces when converted to a static mesh. Note that this does not happen in the following situations: If the BP is scaled negat ...
Duplicating an actor with a Hierarchical Instanced Static Mesh component that has an instance will duplicate the instance as well, but this instance is not rendered. Please note, this was discovere ...
When the resolution is set to a height that is higher than the monitor's current resolution in Windowed mode without Constrain to Aspect Ratio enabled in the Camera, the aspect ratio becomes squishe ...
Blueprint Function Library functions have a world context pin by default which makes it impossible to call them from blueprints who's parent class does not provide a GetWorld implementation. It seem ...
Any undocked windows that have their tab hidden cannot be unhidden and the window cannot be moved. This is problematic because one this is done even if you close the window and reopen it via the Win ...
After duplicating a destructible mesh in the level, in the Details panel for the duplicate, the Destructible Mesh setting will be listed as "None" rather than carrying over the mesh set in the origi ...
Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...
When you have a mesh whose origin is distant enough that it places the mesh itself outside the skydome in the Static Mesh Editor Viewport, you cannot toggle "F" to focus on the mesh, thus making it ...
Bone Hierarchy not updated when reimporting skeletal mesh. Now, I get that updating the skeleton hierarchy could be disastrous if you had another mesh using the same skeleton and that it'd be reall ...
When using local in an emitter GPU sprites won't honor this setting with the lock axis module. ...