Stop>Set Sequence>Play causes spawnables to be duplicated There is an alternate repro (see attached image) that uses Create Level Sequence Player, but that one seems expected since it is, well, cre ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
Variables replaced with -1 after jumbling in details pane when one actor is selected and another blueprint compiled. De-selecting Actor_1 sets variables back to correct value when selected again. ...
Importing an Alembic geometry cache will cause a crash with multiple assets. Test asset attached that can reproduce this. When I tried with a couple of simple shapes from 3Ds Max I did not get the ...
From user report ...
When trying to get all actors of a level class, the blueprint that the node is contained in cannot be saved. ...
This behavior is a regression in 4.12. Essentially we switched to attaching child components as part of the OnRegister() logic. This caused all root-level SCS components (including non-scene compone ...
If a NetMulticast function is calledl, it will force non-relevant Actors to become relevant for a few seconds before going back to non-relevant. ...
From a UDN thread: When cooking, we are seeing hundreds of warnings of the format "Compiler Warning A node that generated no code of it's own ( X ) tried to inject code into Y". There isn't anythin ...