Distance Fields generated for the 4 basic static mesh assets in the modes panel appear to have artifacts or low resolution. This is only affecting certain shapes that I can see. Adding in assets fro ...
The editor is not allowing users to save or close a project after an .FBX file has been copied to the project's Content directory and allowing the Content Browser to discover the change in source fi ...
When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
BRANCH: MAIN CHANGELIST: 2346079 PLATFORM: Windows DESCRIPTION: When copying a Destructible mesh in the viewport the Destructible Mesh component will not be shown for the copied mesh. The mesh can ...
Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...
When a mesh is slave to a master mesh, its morph targets will flicker when Played in Editor. This does not occure with the same assets in 4.8. This has been reported by at least two different use ...
This JIRA is being entered as a result of this being one of the top crashes in 4.13 Preview 2 Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 2 ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
If you check the 'crack free displacement' option in a landscape material, it seems to break the results of both the landscape layer coords and regular UV input node. Worldposition is not affected. ...