After importing a sound file, it's sonic characteristics are changed and the sound is not the same as the original. This leads to inconsistency. The sound is the same with Compression set 100. Two ...
Reported in SF [Link Removed] Client created a ,dae file in Cabinet Vision. When imported into TM, geometry will be missing, such as the walls and parts of the cabinets. Tested and occurs in TM 20 ...
When you are dragging and dropping an Emitter Type Module from one Emitter Stack into another and you have closed modules in your particle system, the type data module will be offset from your mouse ...
A user has upgraded their project from 4.6.1 to 4.7.2 and now one of their assets is partially loaded. After a bit of digging I found an error in the event graph of the ShadowHerosHUD. The nodes are ...
When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process ht ...
Accepting source for a conflicted blueprint asset in the merge tool currently creates a new asset *_3 and makes the original name asset unopenable. Found on: //UE4/Main CL-3079307 //UE4/Release-4. ...
After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...
When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...
When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...