The comment (and resulting tooltip in the Editor) for the ConeHalfAngle property in BTDecorator_ConeCheck.h does not appear to be correct. The property seems to be controlling the angular size of th ...
When replacing a static mesh with a skeletal mesh for bone animations, it falls to the ground. Even though gravity is disabled on the skeletal mesh. Changing the gravity scale to 0 is a work aroun ...
When the user suspends cloth without stopping animation, there will be some odd shadow movements. This doesn't occur if the user stops the animation along with suspending cloth (which is the prefer ...
For a specific level with a simple BP actor that contains multiple static mesh components, lighting gets unbuilt after reloading the level, even when there is no change in the level. "LogStaticMesh ...
REGRESSION No Skeletal meshes that have recently had LODs auto-generated in the editor will not change LOD levels in the level viewport. This only occurs when the user is NOT playing or simulating ...
When a behavior tree contains a Run Behavior node, opening the behavior tree marks the asset as "modified" and users would get asked by the editor if they want to save it even when there has been no ...
Vertex snapping doesn't seem to work well for certain geometry setups. This is most noticeable in planes or other flat geometry. ...
The fill bucket tool under foliage does not work with BSP surfaces. ...
Did not occur when building the 3rd Person Code template from Windows to XCode 9. Also did not occur when building StrategyGame from Windows to XCode 8. This hasn't yet been tested natively on a Ma ...