Paper2D Set Sprite function in Construction requires mobility to be set to Movable

UE - Gameplay - Paper2D - Jun 23, 2015

If you set up a default Sprite in an Actor BP and in the construction script set the sprite to an Editable Sprite Variable, in order for the new sprite to show up mobility of Sprite and BP must be M ...

Importing a Mesh with a Translucent Material from Max or Maya ignores opacity

Tools - May 22, 2015

When you import a Mesh with the import Materials / Import Textures checked ture from Max or Maya that has Opacity or an Opacity Mask set up on the model's material, the opacity settings and ignored ...

Multi-Material Skeletal Meshes assigned a Material in Details panel lose access to all other materials

OLD - Anim - Nov 21, 2014

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 ...

Using LOD for Per-Poly collision doesn't work

UE - Simulation - Physics - Aug 11, 2016

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 ...

Accept Source on conflicted asset creates duplicate, renamed, blueprint asset and makes original unopenable

UE - Gameplay - Blueprint Editor - Aug 6, 2016

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. ...

Static code functions cause associated blueprints to not compile after a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Oct 14, 2016

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 ...

Additive BSP Selections Acting Grouped after Building Geometry

UE - LD & Modeling - Modeling Tools - BSP - Sep 14, 2016

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 in stereoscopic looks incorrect, entire frame as opposed to each eye

UE - Platform - XR - Apr 6, 2016

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 ...

Default values resetting for level instances of custom component pointers

UE - Gameplay - Components - Feb 3, 2017

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 ...

Crash When Using Kill Box/Kill Height With Ribbon Emitter

UE - Niagara - Mar 29, 2017

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 ...