Components spawned at runtime do not take Radial Damage if simulating physics. ...
Users are not able to get the drop down menu to show up when the combo box is applied to a 3D Widget (World Space) ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details. ...
Resaving the level using ResavePackagesCommandlet is a workaround. ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
Adjusting the X Size of a Decal is causing the normals to distort [Image Removed] Reproduced in 4.11-Releases-CL-2804793 Reproduced in DevRendering-CL-2806984 ...
If the transforms for a blueprint component are changed to "absolute" location and/or rotation, new child blueprints created will correctly show the absolute location/rotation changes, but the child ...