If the user converts two static meshes in the level to blueprints, makes them movable, and then adds one to the other as a child blueprint component then the child component will scale incorrectly i ...
Changing the color and/or opacity setting for a text block does not register with the autokey when animating in UMG. Because of this users are unable change these settings dynamically via the animat ...
Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
Sometimes it's not catching certain polys as vertex paint targets. Looks like it happens when there's more than one layer of forward facing geometry over the highlighted area, and it just takes the ...
Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
Any active events fire at frame 0 when the sequence loops ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
Gradle AAR import paths need to be absolute instead of relative since the current work directory used to package Gradle is not the same as Ant. ...
When using the camera actor and modifying the rotation values, the values made in the print string do not seem to match the actual values of the camera's rotation. The values appear to be close, but ...
Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...