Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...
When changing Time Dilation settings at runtime, it can cause vehicles to be thrown into the air and exhibit other odd physics behavior. This issue occurs when the Time Dilation is being set from sl ...
Macro Libraries can only be called by their original name, even after being renamed to something different. ...
Updating project to 4.12 corrupts Additive AimOffset thumbnail, causing log spamLogAnimation:Warning: Setting an additive animation (Owen_AimOffset) on an AnimSingleNodeInstance is not allowed. This ...
When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...
Box reflection captures with some assets are not working correctly. The reflection capture is being tiled with version after 4.7 that were not in 4.6. Images are attached to demonstrate along with ...
When using an Attach track in sequencer to attach an actor that contains more than one skeletal mesh component, the UI to choose which mesh component to attach to pops up, but then the editor hangs ...
A licensee is reporting a difference in auto-exposure brightness levels between PIE and a Packaged project. He is working in VR, but since I was not able to reproduce the issue on my end it is hard ...
Oculus store does not accept APKs signed with v2 signing from Gradle. ...
Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...