If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...
The rocks in VehicleGame are causing the vehicle to have physics spasms by flipping and jumping the vehicle. ...
A text block's outline appears to provide an outline for the drop shadow as well. ...
A lot of the tree meshes become big and blocky at the furthest LOD level. This causes them to look odd when they are far away in the distance. This is a regression from 4.13.2 ...
Ease node not considered Pure function but has no exec pins. This causes a warning to appear within the compiler results as seen in the attached image. Regression (yes) issue (does not) occur in 4 ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
I can across this issue when I was Ad Hocing and wanted to pose a skeletal mesh in a certain way. I imported one into my project and moved a bone, then undo and it was gone. I wanted to check if it ...
While Ad Hoc the new features for 4.14, I was testing the feature of converting actors to static meshes. I attempting to convert the cable into a static mesh and I went through the windows and noth ...
Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...
If the Class Defaults are selected when compiling an animation blueprint, the will be deselected and the user will be required to select them again. This doesn't occur with anim blueprint nodes. A ...