When setting up Skeletal Mesh LODs, groups within an LOD Group in Maya are now accepted on import as of 4.12. However, it only brings in one mesh from the group. See attached image and fbx ...
Imported Static Mesh Sockets are importing at the wrong orientation Result: [Image Removed] Expected: [Image Removed] ...
AI Perception does not seem to be showing up in the debugger. The same setup functioned as expected in 4.11.2 binary, but upon converting the project to 4.12 Preview 4 binary, no debug information w ...
When replacing a static mesh with a skeletal mesh for bone animations, it falls to the ground. Even though gravity is disabled on the skeletal mesh. Changing the gravity scale to 0 is a work aroun ...
The PlayerCameraManager will cause the engine to crash if you set the first element to 'none' under the Camera Modifier. ...
Using a keyboard with US International settings prevents the gameplay debugger from being opened when using the apostrophe key. Potentially a similar issue to [Link Removed]. Found in 4.10 binary. ...
Cannot open Anim Notify Manager. Right Click>Manage Notifies doesn't open it and the Manager no longer appears in the Window Menu. Regression: YES Broken: 3224400 (4.14.1) Worked: 3172292 (4. ...
For a specific level with a simple BP actor that contains multiple static mesh components, lighting gets unbuilt after reloading the level, even when there is no change in the level. "LogStaticMesh ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
Incorrect collision on Instanced Static Mesh components that have been non-uniformly scaled and rotated. User Description: I have been experiencing a very annoying bug and I finally decided to tr ...