After importing a skeletal mesh FBX (*IMPORTANT: With "Import Mesh" not selected the first time) the option box to "import mesh" disappears and the user is forced to use the originally selected "ske ...
When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default sett ...
When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...
When a PaperTileMapComponent is generated at runtime, the collision that it should have is not generated along with it. This can (oddly) be remedied by selecting the component itself in the details ...
It seems like when multi-selecting in the editor, attempting to scale actors doesn't appropriately account for current rotation. ...
Converting a project from 4.8.3 to 4.10.4 causes external reference spam in the message log>map check window. Seems directly related to [Link Removed]. Making new jira on request. ...
When a Camera Anim asset is saved/closed, the content added before saving is not retained when reopening the asset causing it to be empty each time it is opened. ...
When importing a skeletal mesh there is an issue where the normals of the face do not update with the faces of the inside of the book as it opens. This can cause a noticeable shadow issue, which cou ...
If a user relies on the automation unit testing, they can get a incorrect result when using TMap because Contains( ) doesn't always return the correct result. ...
Building a project in a debug configuration and then running through VS debugger will trigger a breakpoint if the console command 'r.RenderTargetPool.Events' is used. ...