[Link Removed] Collision on mirrored skeletal mesh does not match mesh. (has same position, but different orientation) Also occurs on latest (3827667) Also tested and occurring with Skeletal Mesh ...
Switching the Blueprint Nativization mode to inclusive along with un-checking Event Driven Loader will result in an error when trying to package the project. ...
There is an issue occurring where Foliage does not appear in capture target when using "Always Persist Rendering State" when the foliage count is over 1.5k. The issue does not occur when the foliage ...
Some information is not retained when compiling an actor if the information was changed via a blutility event. Additional info. Adding a static mesh component to an actor will not be retained on ...
The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...
Component property inheritance sometimes does not behave as expected when opening a project with the -game command line argument. Attempting to load a child Blueprint through code may not correctly ...
Touch controllers for oculus appear misaligned when using the Oculus via Steam VR. The controllers in game do not line up with the position provided by steam VR. ...
Crash when compiling BP (containing user defined struct + object reference) after adding variable. ...
Attempting to launch a Development Server build of a project through the Visual Studio debugger hits a breakpoint when several Engine assets cannot be found or loaded. These assets are all reported ...
The Max Deviation setting for a static mesh LOD is never used for Mesh Reduction. This results in incorrect values for automatically computed LOD distances, because the calculation uses the Max Devi ...