I traced through the callstack and it looks like the problem is as follows:in order for the BP function to compile, its enum parameter must be uint8, because that is the only type supported by BP fu ...
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 ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
When using distance fields with instance meshes from the foliage tool everything works correctly, however, when simulating or PIE the distance fields will be removed. This working correctly in 4.7.5 ...
A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...
tvOS locks up with the following message being repeated in the device log:Sep 28 10:27:50 Apple-TV-Joey UE4Game[610] <Notice>: [2016.09.28-14.27.50:752][188]LogHttp:Display: Sleeping 0.5s to wait fo ...
Skeletal meshes do not respect collision changes from World Dynamic, always returns as Dynamic. Regression (no) issue (does) occur in 4.12.5 ...
REGRESSION No. When a skeleton has multiple skel meshes assigned to it, if the user creates a animation asset (animation blueprint, composite, montage) by right-clicking the skeletal mesh and selec ...
Re-importing a static mesh results in all currently applied sockets being removed from the static mesh in the Editor. Workaround: Setting the sockets up in the Native 3D editing software followin ...