If you import multiple meshes from a single FBX file, then rename the asset in the Engine or in the Modeling Program, you will no longer be able to reimport asset until you complete overwrite import ...
The viewport cursor will continue to display off of the actual viewport until the widget ends if the border component actually extends. This has not been tested with any other template. Regression ...
Attempting to change the Weight of a Weighted Blendable at runtime via the Level Blueprint leads to a warning generated by the Make PostProcess Settings node:Warning Blendables - the native proper ...
When using World Origin Rebasing, it is possible for the camera to offset itself from your starting location when exiting PIE. This will cause the next PIE session that starts at Current Camera Loca ...
Logout node appears to pull off the wrong pin when clicking the player controller reference (blue pin) on the left of the node. If the user clicks and drags of off the left player controller referen ...
Creating an event dispatcher inside a component class/blueprint with an array input and using that component in another blueprint causes the event node to generate a note on compile when the event i ...
Child component that is not simulating physics returns true value with IsSimulatingPhysics node User Description: "Is Simulating Physics" bp node will return true for any child component if root/p ...
Sight perception is being blocked by Procedural Foliage Blocking Volumes. Setting the volume to No Collision resolves the issue, but then the volume will not block foliage. Found in 4.12 Preview 5 ...
When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...
Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...