User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
Materials are broken when merging a mesh with another that has negative scale Licencee states that bisMirrored in FMeshMergeHelpers::TransformRawMeshVertexData seems to be involved. Does not occur ...
UE_CVLOG_BOX, UE_CVLOG_OBOX, and UE_CVLOG_CONE have problems with their definitions. UE_CVLOG_OBOX calls UE_VLOG_BOX instead of UE_VLOG_OBOX All 3 of these macros also call their respective macro ...
Leap motion hands stop tracking after regenerating skeleton. When opening the asset "hands_lo" the user is confronted with a message that reads "The preview mesh hierarchy doesn't match with the ske ...
When placing a widget in a retainer box that has the clipping setting "Clip To Bounds - Without Intersecting" the retainer box ignores the clipping setting and clips the widget anyway. ...
When trying to delete a Blueprint from a level, if the Blueprint contains a reference to itself, and that is the only reference to that particular Blueprint, a warning will be displayed saying that ...
Unable to repro in new project, so attaching sample project provided by licensee: When r.screenpercentage is different from 100 (50 or 150 for example), the absolute world position in a post-proces ...
Trying to Build a Blueprint Function Library plugin for Mac and IOS fails for IOS. The error message indicates that it is looking for the UE4Game file, but it appears to be looking in the wrong fold ...
Collision View modes, such as Player Collision and Visibility Collision, do not work with Instanced Static Meshes. Regression?: No This also occurred in 4.18 ...
The CopySkinnedModelData() function is no longer referenced by any code in the Engine as of 4.19. The function should either be marked as deprecated or removed from the Engine. ...