If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
Tessellation appears to cause textures to appear incorrectly in the right eye of the vive ...
Any variable with the type of any object reference (Actor, curve float, etc.) causes the variable not to appear on the Get Class Defaults node. Regression: No - issue occurs in binary 4.12.5 as wel ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...
OnClick will not fire when interacted with a Widget Interaction Component. ...
Moving sublevel in world composition browser does not appear in Undo History. Regression (no) issue (does) occur in 4.12.5 ...
Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, sin ...