Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...
Undoing the deletion of an actor with a child actor component added via the details panel (IWCE) duplicates the child actor and the hierarchy is incorrect in the scene outliner. This seems to only h ...
Currently, to build an iOS only app via Window's Remote Mac build system, Visual Studio needs to be installed, even though it isn't used to compile the iOS app. Verify why VisualStudio is needed fo ...
Does not occur in path tracing nor rasterized translucency. ...
UGS displays a prompt if syncing to latest would sync back before changes the user submitted themselves. It would be nice to allow them to keep their own files at least. ...
Specifying which orientations the iOS app supports are not honoured correctly. ie: a landscape only game will still render in Portrait mode even when Portrait is disabled in the iOS Settings panel ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
The collision for a spline mesh can be calculated incorrectly. The issue appears to be when Alpha is out of range when calculating the slice transforms at splice offsets. ...
When a skeletal mesh component's leader component is set to a poseable mesh component, the application will run into an access violation when it tries to update animation curves and morph targets. ...
Materials are correct in UE. It is not clear for me why the materials have tint. Possibly a remnant from the DCC. Sketchfab, UE, and Blender displays the materials cortrectly, without the blue tint. ...