Text block appears to move slightly when zooming in and out of the designer tab in UMG. The right side of the text's position is not consistent when compared to other widgets (such as the image widg ...
I created a very large static mesh and then put a basic floor underneath it withe the bottom of the mesh overlapping the floor. I then created a camera 250,000 cm out from the mesh and zoomed in usi ...
Player input on the Client while Ejected during PIE will show on the Server (Editor) viewport and not on the Client window. Reproduced in 4.7.6 binary, 4.8.2 binary and Main (//depot/UE4/Promotable ...
Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
When Import a meshes then open the staticmesh editor and turn on the "Generate Lightmap UVs" in the Build Settings. Then hit apply button to genereate the Lightmaps. It will generate the Lightmap bu ...
As stated in the linked UDN ticket, these particle modules are missing their InitializeDefaults code: ParticleModuleMeshRotation ParticleModuleMeshRotationRate ParticleModuleMeshRotationRateMultipl ...
ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...
From a Draw Material Triangle you cannot use a Material calling vertex color and the provided Vertex Color Pins to yield color on the HUD drawn triangle. It will always appear White. [Image Remove ...
When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
From AnswerHub: Utilising 128 textures in a material does not work in Linux, its still limited to 16 (actual 12) on OpenGL platforms, I looked at the commit that implemented it and I don't see anyth ...