The editor crashes when attempting to draw a weight blended texture to the landscape if it hasnt been used on that landscape yet. This crash can be completely avoided if the stone texture is painted ...
The DerivedDataCache for the whole SkeletalMesh doesn't need to be rebuilt while previewing the mask painting, since it will be rebuilt when exiting the painter anyway. ...
Multiplayer Preview in VR is not useful because HMD input is routed to all players. ...
A Parameterized Vector4 are being treated as Float3. This prevents users from being able to use Vector4s in an If node during runtime. This is seen as far back as //UE4/Release4.22 cl 8065155 so th ...
I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...
This was introduce by changes to UEdGraphSchema_K2::CanFunctionBeUsedInGraph in CL 9230757 for [Link Removed]. ...
Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...
Landscape splines are displaying their collision incorrectly. The collision is projected off the spline however this issue is purely visual. The collision itself still works as expected. This was t ...
When snapping is disabled, the rotation gizmo never seems to stabilize. Continuing to hold the mouse down, even with no movement, will result in the rotation amount to continue changing by small amo ...
When previewing an object, the lighting angles change between profiles; the lighting position at '0' will also change when the Lighting Rig Rotation is set to another value, then back to 0 again. ...