Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
Add Code to Project fails to add a class to the project. The project can't be reopened until the classes are manually removed and the project is recompiled. The following errors occur when using Add ...
When using the default value in a "get text size" node, the height and width return 0.0. Note: potentially returning null value as no hard value is presented to font. James: Should use same fall ...
When the 'Fracture' button is clicked on a Destructible Mesh made from SM_MatPreviewMesh_02, the editor immediately freezes and stops responding. ...
If the TEXT("") portion of CreateDefaultSubobject is changed then the name of the component will update in the main viewport details but will not update inside the blueprint based on the class. ...
A licensee is experiencing odd behavior when using custom code to call a loading movie when opening/loading a level. The licensee has implemented a loading movie to play when calling a map to open ...