When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...
When a hot reload occurs in the editor, if the component of a placed actor is selected then focus will switch from the component to the actor's root. This can be confusing when the root is a code c ...
**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
The Real Time Preview of Converted Vector Parameters from the Material Editor are not currently previewing in the level viewport without re-compiling the material. ...
A user was trying to make his recorded animation loop, but having trouble getting it to loop properly and having to eyeball it. So I did some digging and experimentation. I think that one of the m ...
When importing a FBX with multiple materials and some of them are unused from their setup, they will still be referenced by the skeletal mesh in the Details Panel in the level editor, but in the Per ...
Selected option in combo box is not always fully in view. In the example the selected option (highlighted in yellow) can end up almost completely out of view when navigating through the options of t ...
When using 'showdebug abilitysystem' and switching debug target actor with Page Up and Page Down. It will not change to show the debug attributes info for the new target. The debug will still only s ...