Using nested comments when also declaring a second UClass in the same header file causes the UHT to have issues when parsing, resulting in a crash of UHT. ...
ExponentialHeightFog does not render for Gear VR devices when both the device and project are set for Gear VR. However, the fog does appear on a project without Gear VR enabled. Occurs On: GalaxyS6 ...
In a project where WITH_RUNTIME_PHYSICS_COOKING is used and creates a procedural collision component, the logs are spammed with messages about the spawned components requiring runtime physics cookin ...
When setting up Skeletal Mesh LODs, groups within an LOD Group in Maya are now accepted on import as of 4.12. However, it only brings in one mesh from the group. See attached image and fbx ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
Editor crashes when trying to import a FBX a second time after the FBX failed to import the first time. An image of the error attached below. ...
BP Static Mesh Components are not retaining the vertex color applied to them in a level when you play in Standalone or Package a Project. You will get the correct results however when you PIE. Thi ...
Mouse position lags behind cursor in editor if framerate drops. This can be especially problematic for individuals who quickly select assets as the mouse position may lag behind the cursor location ...
Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...
Static mesh components incorrectly display scale information through the Detail's Pane and Blueprint editor window until simulation is pressed. This occurs if the static mesh component is moved to t ...