Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...
Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...
Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...
Several users have reported that their projects cannot compile specific blueprints. In one a character blueprint and another a controller. In both instances, the editor becomes completely unresponsi ...
User fails to compile code template after adding AIController code to project. Regression: Not a regression happens in 4.6.1 CL-2386410 Setting up Mono Building MyProjectEditor... Compiling game m ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...