When using a custom Blueprint node with the meta tag, "ExpandEnumAsExects" Animation Blueprints get "Directions are not compatible" while other Blueprint classes are able to compile the same node. ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
If a variable's value is being set in the construction script of a class and then that value is edited (the line itself is edited, not another setting of the variable), hot reload will not update th ...
Component reference broken in sequencer when component is renamed ...
Lighting build isn't saved when using -run=resavepackages and -buildlighting ...
If the use adds a "Key Get Display Name" node to their character blueprint, the compile button will not update to the green check mark. It continues to show the Orange box with the question mark (as ...
[NickW] SteamVR uses HMD Mirror, but this should fail more gracefully Not sure if this is supported for vive, but it puts the user in a state where they can't undo the command (or change back to a ...
When using HMD camera tracking adding a (StaticMesh) component to the Camera component results in a bit of lag when looking around with the VR headset. ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
With a project built from Source on a PC, when rebuilt in XCode on the Mac, more than one user is unable to package the project for the Mac with very similar failures in the build logs. (*See attach ...