Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...
Following code fixes this issue in FQuadricSkeletalMeshReduction::ReduceSkeletalMesh Section.ChunkedParentSectionIndex = bIsChunkedSection ? CurrentParentSectionIndex : INDEX_NONE; // ...
When opening the Stack-O-Bot project in 5.0 Preview 1, the project has a rendering issue where bright shimmering lights appear all around the screen. I discovered that this is due to the PostProcess ...
There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer. It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...
The editor crashes when entering Kanji characters into TextRenderActor with raytrace enabled. This does not happen with English text. ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash. NOTE: This appear ...
After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash. NOTE: This appear ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...