If the pilot option within an editor viewport is used on a blueprint with a camera and LMB/RMB+w is pressed, the camera rapidly flies in the opposite direction of the direction the camera is facing ...
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] ...
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. ...
In 4.14 when entering the volume the screen brightens which is expected. The problem is that in 4.15 it brightens more. So much so that some static meshes are rendered almost completely white. I ...
Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...
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 ...