When an actor is attached by the root to a bone of a skeletal mesh through the use of the "AttachToComponent" function in code, it will not follow animations when being recorded by the Sequencer Rec ...
SyncGroups Do Not Function between AnimSequences when Blend Time is 0 (zero) *It is quesitonable SyncGroups function between AnimSequences regardless of what the blend time is set to, but especiall ...
SyncGroups Do Not Function between BlendSpaces when Blend Time is se to "0." *It is quesitonable SyncGroups function between BlendSpaces regardless of what the blend time is set to, but especially ...
Attempting to restore the structure pins of a set members in structure node duplicate the structure input or member variables of the structure. Regression (no) issue (does) occur in 4.11.2 ...
When a Scene Capture Actor is updating the content via an Update Content Node, the Static meshes in the world will flicker or pulse according to the update timer for the Scene Capture Actor. This o ...
Particle Collision causes particles to snap away from collision location. [Image Removed] ...
Setting blueprint name as a copied blueprint node crashes editor Frequency 5/5 Crashreporter [Link Removed] Regression (no) issue (does) occur in 4.10.4 ...
Not providing default values for macros can cause memory leaks ...
If a reference to the animBP is set in the construction script of an actor, simulating will show two separate instances of the animBP instead of one. Setting this on Event Begin Play does not produc ...
If using any hmd mirroring mode besides 0 on Oculus, when the headset is removed, the mirroring window goes black in a packaged build, or in -game, for example: UE4Editor.exe VrTemplate4x15 MotionCo ...