When attempting to import a texture that has a non-opaque alpha content and compressing using the "masks (no sRGB)" texture compression setting, pixels that are in the alpha channel are being weight ...
In short, if FindPlayerStart returns null (e.g. via a licensee override), UWorld::SpawnPlayActor() will fail and return null even though it actually created a PlayerController successfully. ...
Currently changing variables like Speed via BP/C++ has no affect. We need to add funcs like SetSpeed that also update the proxy. Would be nice to make the vars private as well. ...
Using the profile GPU in New Editor Window and VR preview does not focus on profiler. It should be noted that it is unsure whether or not the GPU Profiler is intended to be used in conjunction wit ...
Startup movies are skipped when World Composition is enabled. Even with the 'Wait for Movies to Complete' option enabled, the startup movie plays for a very short time, and then the level is loaded ...
[UPDATED INFO] After some testing I discovered that using the "Paint Vertices Single Color node" on event tick is what is causing the issue. Using this node with event begin play will not crash. Th ...
Components derived from scene component reset vector location upon closing and re-opening editor. This does not happen to scene components or other child components within a blueprint. Regression ...
Static Meshes with a Media Texture applied will disappear when played in Standalone or in a Packaged Game. Regression? Yes, this is not the same behavior in the 4.11 version of the engine. Note I ...
Building the Engine using Debug Editor configuration can result in a crash if a project is run in PIE mode. No crash occurs in the same project if the Engine is built using Development Editor config ...
Moving or changing the name of a map that is set as the Game Default Map or Editor Startup Map does not update the map settings. These will still refer to the old name of the map, and the Editor and ...