Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) Description: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
Split Struct pins cause errors when a project is converted to 4.17. You are still unable to split struct pins even if a new variable is created for the struct. Only adding a new variable to the st ...
Unreal Remote 2 does not give information on motion control to PC. This is different from the description of the application. Use this application alongside Unreal Engine to view and control the de ...
In 4.27 the logic in SteamSocket.cpp which is part of the SteamSockets plugin was changed to use Poll Groups instead of a removed API function that checked all children of a listen socket. However, ...
This issue is caused by us forcing user defined structs to be loaded as part of AttributeTypes::Initialize. That is called after at the ObjectSystemReady run phase during engine initialization howe ...
Packed level actors will create ISM instances with inverted normals when the selection of meshes used to create the packed level actor contains a subset of meshes with negative scales. This is the ...
A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...