Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...
A licensee has reported that their vertex animations are leaving a lot of be desired with anti-aliasing. Specifically using vertex animated meshes can leave aliasing remnants behind while it's shift ...
Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
When changing Up Ratio for the Gear Setup in a Wheeled Vehicle's Vehicle Movement Component, there are some weird results. At 1.0 for Gear Setup, the gear should shift once RPM is at max but it will ...
If a Blueprint struct contains a variable that is an array of another Blueprint struct, data in a datatable based on the first struct will not be correctly filled in for the struct array. If the str ...
Changing the InstancedFoliageGridSize by the WorldPartitionFoliageBuilder commandlet will cause some of the foliage to not load correctly. ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...
Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
In the Content Browser in the Viewport to the right of the Content Browser outliner (*see image): If you are in Tile View you can drag an asset into a folder in the same viewport and successfully m ...