If a bsp is turned into a static mesh and then the original mesh in the level is duplicated, it will register as duplicated in the world outliner but the mesh will not appear until re-assigned in th ...
User is reporting an issue with the preview of a Sprite and its rendering in game differing from the Texture Editor based on sRGB setting. With sRGB = True: [Link Removed] With sRGB = False: [Li ...
Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...
A licensee found a problem with a capsule component used in a blueprint. A player intersecting the spherical ends of the capsule will cause it to fire overlap events. However, after simulating physi ...
In 4.11 when you selected an actor with multiple material elements with the merge actors tool open you had the option to merge the material elements into a single one. This option is no longer valid ...
Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
When modifying an object that makes changes using the construction script seems to cause a memory leak. The memory that is used seems to never be freed up. ...
Two different users have pointed out that the spring controls seem inverted and/or counter intuitive: The first post: https://answers.unrealengine.com/questions/328098/spring-controller-seems-to- ...