User Description: "SCurveEditor, class which is used for float ramps, seems to trigger OnCurveChanged events for the underlying curve; however SColorGradientEditor (constructed by SCurveEditor) seem ...
When duplicating an actor that has foliage placed on it (i.e. the table in the basic level with starter content), the editor will crash. Found in 4.11 Preview 7. Reproduced in Main CL 2894512 Thi ...
When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...
In Persona, while in Local Space mode, translation arrows will not become highlighted when hovered over if they are obscured by the widget and attached static mesh, thus making them unselectable. ...
The repro case is to create a material with a texture (texture T), apply it to some object, like a basic cube. Save out this level, level A. Create a new level, and add level A as a sublevel, and sa ...
In the sample project provided on UDN, the server changes a bitfield value but the change fails to replicate to the client. ...
Using the bugitgo command line argument will teleport the player to the x,y,z specified but will then will cause the player to continually fall through the floor/world. ...
Using IToolkit.h in a file causes the project to not compile because IToolkit.h requires additional include statements. Suggestion to add SlateBasics.h as an include to IToolkit.h so that it can co ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...