While an Animation Montage can be played at a negative play rate in Persona, the user cannot use the Character Blueprint to execute this action. ...
Placing a Precomputed Visibility Volume around or through a landscape does not seem to calculate precomputed visibility for that landscape. This is a regression from behavior in 4.7.6. Also Tested ...
User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...
Copy and Paste action in State machine do not generate correct info for "AnimGraphNode_SequencePlayer_20" Name for "AnimGraphNode_SequencePlayer_#" in the duplicated state is not changed to corresp ...
When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
Deactivating and then reactivating the same GPU system will cause existing particles to die. ...
RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...
It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...
The problem is caused by the animation sequence playback position being set out of range from Sequencer. The call stack is : UE4Editor-AnimGraphRuntime.dll!FAnimSequencerInstanceProxy::UpdateAnim ...
Mesh Painting Texture Paint tool can miss some pixels along UV seams, even with "Enable Seam Painting" set to True. This appears to be because of the difference between rasterization and sampling. ...