When changing the value of the blendweights of a character in a level, it is breaking the animation that the character has and causign the animation to show as jittery. ...
After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...
When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...
When compiling a blueprint the Create Save Game Object nodes does not throw and error when there is no class selected. Throwing an error would be more consistent with other nodes such as the "Create ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
If a user creates a struct and then creates a data table that uses this struct, the user can then no longer add variable to the struct due to the engine crashing ...
When using a text variable as a binding for a text block, the text does not reflect the default value that is assigned to the variable that the text block in bound to. This can make it more difficul ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
A HISMC (Hierarchical Instanced Static Mesh Component) created dynamically through blueprints has its simulation reset by the Wind Directional Source. "The HISMC needs to get spawned from an Actor ...