When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
Sun disc in the default level has precision or depth fighting issues ...
[NickW] This needs to pull the Play Bounds from Vive. The old soft / hard bounds system appears to be partially deprecated The Get bounds node does not appear to return the correct in game chaper ...
When importing multiple SpeedTree assets that use the same material will cause one to import blank (black) materials and assigned. This happens when importing into the same folder, however, if impor ...
When you preview a node in the material Editor, the node color will correctly switch to the Preview Blue, but will not show the preview tag until another node is added to the Graph. Preview Node:[I ...
Running with Latest Android Works install and OpenSSL 1.0.2d, a packaged GearVR project from the Editor will fail the Oculus Submission Validator with 5 warnings. [Image Removed] Project Android S ...
When using a Dynamic Material Instance feeding into a Draw Material in a HUD Blueprint Class, Translucent Materials will not render. This looks to be a special instance case of [Link Removed]. ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...