When you assign a Material to a Multi-Material Skeletal Mesh via the Mesh's Level Viewport Details Panel, you will lose access to all the other material Elements after the first assignment. For ins ...
When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process ht ...
Accepting source for a conflicted blueprint asset in the merge tool currently creates a new asset *_3 and makes the original name asset unopenable. Found on: //UE4/Main CL-3079307 //UE4/Release-4. ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
After building geometry with multiple box brushes stacked on top of one another, the selection no longer isolates a single brush but acts like all of the brushes are combined. This issue can be res ...
Vignette seems to be being applied to the entire frame instead of each eye in stereoscopic, creating a really strange effect in your peripherals when viewed through a HMD. Can also see this effect i ...
When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...
When multiple instances of a Blueprint in a level are selected, any component added to that Blueprint's parent class in code will appear in the Details panel with the words "Multiple Values" and a R ...