When the user moves two notifies onto the same frame, the notify track does not immediately update and add a second track so they don't merge together. For it to update, the user has to perform a s ...
AI Perception does not detect multiple actors across multiple sublevels. It appears that sublevels recognize the persistent level actors but do not recognize other sublevel actors. In the sample pro ...
Setting foreground color for text in a text box does not appear to work. The foreground color of the text does not appear to change when set to something other than the default via blueprints. Not ...
Skeletal meshes do not respect collision changes from World Dynamic, always returns as Dynamic. Regression (no) issue (does) occur in 4.12.5 ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...
The Heightfield from DFAO when playing in Standalone or a packaged game has darkened shadow artifacts for the level. Workaround: Use r.AOGlobalDistanceField 0 to disable the Global Distance Field. ...
An assertion failure is thrown when using nativized functions on an Android device. ...
After adding a virtual bone to a skeleton, the bone is not selected. If the user wants to see the new bone, they have to select it. It would be good if the virtual bone is selected automatically w ...
The following method dont return false when there is an errorUReimportFbxAnimSequenceFactory::ReimportUEditorEngine::ReimportFbxAnimation ...
Cull Distance Volumes cause objects within them to disappear from the World Composition window if they are culled out at runtime. Regression (no) issue (does) occur in 4.12.5 ...