An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
A few users using the Windows 10 Insider Preview have found that after a certain point in the Prerelease builds, starting at 14915 it seems, the Unreal Editor and Epic Games Launcher context menus h ...
When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...
The Rhino blocks are imported with the base point at the origin, causing them to import inside of each other when the process is complete. In 4.20 (4.20E4) the blocks are imported apart from each ot ...
The tangent of the blendshape curve seam to have the wrong scale (but correct direction) from this UDN. https://udn.unrealengine.com/s/question/0D54z000079J03OCAS/skip-compressing-anims-and-buildin ...
Edit MattK: The display name is different when running PIE through the editor. This sort of inconsistency seems wrong. We should probably not ever be using the display name. Spaces are removed fro ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
When an Actor's CustomTimeDilation is 0.0, functions FActorTickFunction::ExecuteTick() and FActorComponentTickFunction::ExecuteTickHelper() will call AActor::TickActor() and UActorComponent::TickCom ...
This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...