A lot of the tree meshes become big and blocky at the furthest LOD level. This causes them to look odd when they are far away in the distance. This is a regression from 4.13.2 ...
Ease node not considered Pure function but has no exec pins. This causes a warning to appear within the compiler results as seen in the attached image. Regression (yes) issue (does not) occur in 4 ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
Compile fails when the user attempts to launch on to Windows with the Raw Input plugin enabled. Error:LogPlayLevel: xgConsole: Module.RawInput.cpp LogPlayLevel: xgConsole: d:\framework\engine\plug ...
I can across this issue when I was Ad Hocing and wanted to pose a skeletal mesh in a certain way. I imported one into my project and moved a bone, then undo and it was gone. I wanted to check if it ...
Noticing that when I undo assigning an actor it no longer plays back the previously assigned actor. ...
While Ad Hoc the new features for 4.14, I was testing the feature of converting actors to static meshes. I attempting to convert the cable into a static mesh and I went through the windows and noth ...
Sequence onStop does not appear to fire off in a packaged project. The functionality appears to be present in the editor, however this does not appear to be the case after packaging. ...
Enabling recompute tangents on a skeletal mesh does not recompute tangent normals for translated parts of the skelmesh. If you addr.SkinCache.CompileShaders=1r.SkinCache.Mode=1r.SkinCache.Recompute ...