When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...
AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...
In Project Settings>Navigation Mesh, setting the Runtime Generation context menu to static reverts to dynamic if the project is saved, closed, and reopened. ...
If "Generate Mesh Distance Fields" is active within the project settings of a project, the .umap of a level will be deleted if a landscape is created and the level is saved, then the 2D texture that ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...
When creating an uncompressed AVI movie from Matinee, the final video is darker than what is previewed in the editor. I was able to narrow it down to the compression as the cause of the issue. The ...
Animations are not showing proper length when converted to Montage. Up to 98 frames (AFAIK) when converted to Montage, the Montage will show the correct number of keys. However, a 100-frame anima ...
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 ...
Physics Constraint doesn't hold if one Component is used for constraint User Description: Hello, I recently updated the project from 4.7.6 to 4.8.2 and the physics constraint don't seem to work an ...
When changing a property on a large number of textures via the Property Matrix, memory usage can spike to over 26G. Tested in Main (Promotable-CL-2423505) Probably related to [Link Removed] ...