When setting up Skeletal Mesh LODs, groups within an LOD Group in Maya are now accepted on import as of 4.12. However, it only brings in one mesh from the group. See attached image and fbx ...
Imported Static Mesh Sockets are importing at the wrong orientation Result: [Image Removed] Expected: [Image Removed] ...
AI Perception does not seem to be showing up in the debugger. The same setup functioned as expected in 4.11.2 binary, but upon converting the project to 4.12 Preview 4 binary, no debug information w ...
Adding animations with a negative play rate (playing backwards) or modifying existing animations in a montage to have a negative play rate causes the timeline in the montage to "squish" and is no lo ...
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 ...
Using a keyboard with US International settings prevents the gameplay debugger from being opened when using the apostrophe key. Potentially a similar issue to [Link Removed]. Found in 4.10 binary. ...
Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...
In the Cloth level in Content Examples, there is some inconsistent behavior with Owen's trench coat. The coat tails appear heavy (they don't trail behind the character's movement), and the straps a ...
In high-end mobile preview modes the exposure will return much more exaggerated results. This is related to the new default tone mapper settings since changing r.TonemapperFilm to 0 solves the issue ...
Baked shadows don't seem to work properly when Absolute World Position is involved with masked materials. The masked material won't render a shadow at all in this case. ...