Sound Mixes do not seem to work for Macs. In this particular case I used the Push Sound Mix blueprint node to affect the currently playing sound in the level. This same project works fine on Window ...
Please see attached UE4_anim_interp_bug.fbx for a second example. This works as expected in 4.7 and 4.8 I've got a couple different users reporting this now. I suspected animation compression to ...
[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...
There are instances where HLODs will either generate a lightmap but not assign it to the correct Lightmap Coordinate index from the target lightmap setting in the HLOD outliner or the Lightmap will ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
Navigating to a level with a skeletal mesh asset from that level copied to the clipbard from the world outliner will cause the editor to crash. This can currently only be reproduced in the TM-Contac ...
Startup movies are not being copied to the Content/Movies directory within the Content Browser. This can be confusing to users as it is not editable, but still functions correctly as a startup movie ...
The size of packages for HTML5 has greatly increased since 4.10.4 to 4.11.2 and has since increased. Example: First person template, no starter content - size of whole HTML5 folder once packaged: 7 ...