Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
Starting with an asset (static mesh for instance) with a precise rotation value (such as a whole number) in the details panel will result in a imprecise, slightly fractional off value when rotated ...
Setting ComponentTick as a Hide Category in an Actor Component Blueprint corrupts the BP and causes a crash when opened after an editor restart. [Link Removed] Reproduced in 4.9.2 binary, 4.10.0 b ...
A licensee reported an issue of not being able to add a new class to the ShooterGameLoadingScreen module inside of Shooter Game. It tends to give more output errors when in a Source built editor rat ...
DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...
Visual logger cleanup should remove only redirections registered from that single world, leaving others intact (e.g. created for editor world) ...
some floating point inaccuracy appear to influence actor positions when moving actors back and forth in only one axis in the level viewport. It is especially noticeable when the actors are far from ...
When opening and closing blueprints within the editor, the memory continues to go up and doesn't seem to release the memory once the blueprint editor is closed. ...
Destructible attached with a Physics Constraint have inconsistent physics compared to a standard Static Mesh. This is also sometimes prevalent with Destructibles that aren't attached with a Physics ...
Animated FBX with no bones imports with jittery rotation ...