Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
Importing an OBJ file no longer imports the UVs. Test asset included for OBJ and FBX version of the same file. Added Test FBX from SketchUp Tested with: 4.12.5 CL-3039270 - Working 4.13.0 CL-31 ...
The editor will crash when assigning a new collision channel to an already fractured destructible mesh. Tested in: 4.13 CL-3106830 4.14 Dev-Main CL-3109838 ...
Crash occurs when the user deletes a skeleton while it is being used in the current level. If the skeleton is not in the loaded level, the crash will not occur. ...
Importing this test asset will cause the editor to crash when using any of the Alembic Import options. I did notice that the source test asset does have 6750 frames but when going through the impo ...
The default camera location for the Persona viewport will be far away for some meshes. I could reproduce this issue with the SK_Chain_* assets in QAGame, though this doesn't reproduce for other ske ...
In Persona, when Auto Align Floor to Mesh is disabled, Floor Height Offset has no effect on the scene. ...
If the user has a skeletal mesh component with no skeletal mesh assigned to it, there will be no Anim to Play setting visible (when Animation Mode is set to Use Animation Asset). Once a skeletal me ...
When adding a widget with retainer panels into the world via a WidgetComponent, the texture appears washed out. This does not occur if the widget is added to the viewport, nor does it occur in 3D wi ...