Factories registered to the PlacementSubsystem using UPlacementSubsystem::RegisterAssetFactory will always be added to the end of the AssetFactories array. Which means if there are any existing reg ...
Properties that are deprecated are (incorrectly) not currently being propagated to instances by the duplication logic that we use to instance BP-added components as part of Actor-based BP constructi ...
If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
After adjusting viewport shortcuts in Editor Preferences, the Persona viewport seems only partially responsive to the changes. It's as if the viewport shortcuts are hardcoded for Persona. Example ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
Other components aren't ignored if 'Ignore Owning Actor' is enabled for a Radial Force component User Description: From 4.7 release notes; "New: Added 'Ignore Owning Actor' option to Radial Force ...
Selecting a text field that is displaying "Multiple Values" will rewrite all values for all selected entities to "Multiple Values". Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2 ...