1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
When a layered control rig track is added to the sequencer the character’s legs will collapse into the body of the character. Switching the layer to additive will do nothing. Trying to force the ani ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
Landscape holes have collision if the mip level of the landscape is changed from 0 to 1. ...
When using the default value in a "get text size" node, the height and width return 0.0. Note: potentially returning null value as no hard value is presented to font. James: Should use same fall ...