This issue is different for the first and second behaviors, which seems confusing when working. ...
Editor should visually warn the user that this feature doesn't work with Nanite, or that the Nanite Preview mesh needs to be enabled (or forcibly enable it when they attempt to use this option), oth ...
Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...
After temporarily moving the pivot point (Alt+Middle Mouse Click on the center of the translate tool), you can switch to scale. However, the object still scales from it's original (permanent) pivot ...
If an input binding is renamed and the editor closed and re-opened, the input binding will revert to it's original name. ...
If a bsp brush is deleted from a level, the level has geometry built, and the user presses play then uses the "show collision" console command, the collision for the bsp wlil still appear. This does ...
Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...
A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it. Reproduced in 4.7.2 binary. Could not test in Main due to [Link Removed] ...
In the new non-experimental version of the Merge Actors tool there is no option to disable "Export Specific LOD". In 4.11 when this was disabled it would merge the actors with their respective LODs ...