When importing an Alembic file into the engine, the UV's appear rotated and missing textures for certain faces. This can cause stretching within the UVs which is what is being reported in the post p ...
Capsule shadows in VR (Oculus CV1/Vive) appear jagged and slightly different in each on vive. ...
"Pause Anims" doesn't work with "Root Motion from Everything" ...
Some faces from the UV0 for the texture UV are not used when repacking for the auto-generated Lightmap UV even if the faces are split and visible in the UV0. Attached example mesh. ...
When spawning multiple characters in a dedicated server, the first client will spawn under the map and be unable to move. See Zak's comment at bottom of thread. ...
The Negate blueprint macros (NegateInt, NegateFloat) are returning the original value. Found in 4.12.5 CL 3039270. Reproduced in 4.13 CL 3106830 and 4.11.2 CL 2946394. ...
Using the launch option in the editor will cause some maps in the "List of maps to include in a packaged build" to become dirty and require checkout when in a project that is connected to source con ...
When converting a project from 4.10/4.11 to 4.12(or later) the relative scale of the sockets on skeletal meshes will be changed to 1,1,1 regardless of the previous settings. ...
Selecting all actors and copying receives "Actor [name] is referenced by another Actor, do you really want to delete it?". This seems to only happen if one of the actors is referencing another actor ...
Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...