See UDN thread, which includes suggested fix. https://udn.unrealengine.com/questions/267677/attachactortocomponent-scale-issue-with-scaled-com.html ...
When DOP simplified collision is generated for a mesh that has vertices that are close to the origin, part of the function till clamp any values between -0.5 and 0.5 to be 0.5 which will cause the r ...
Disabling the Editor Sounds under Editor Preferences->Level Editor->Miscellaneous->Sound->Enable Editor Sounds doesn't stop the Compile sound from playing when you click the Compile button in the ed ...
Getting an object from an array at a certain index and then using the Remove Item node causes the entire array to be wiped. Found in 4.10 Preview 4. Reproduced in 4.9.2 binary and Main CL 2752291. ...
Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...
When repackaging the same project over and over again for HTML5, the Utility.js folder doesn't delete/clear during the repackaging process like it's suppose to. ...
UAIPerceptionStimuliSourceComponent::OnRegister tries to remove nulls from RegisterAsSourceForSenses but the condition in RemoveAllSwap is wrong. It should be SenseClass == nullptr instead. ...
If the user creates a function with local variables and then collapses the variables down into a collapsed graph and then duplicates this collapsed graph the variables in the second graph will be gr ...
I was able to repro it locally with any project configured for runtime navmesh generation. Loading an empty and navigation-populated maps in turns results in constant increase in navigation memory c ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...