When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...
There is a crash that is occurring for packaged games that use the string tables and nativized blueprints. This issue only affects a packaged build of the game. Testing for this issue did not yield ...
There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...
USTRUCT(BlueprintType) struct FTestStruct { GENERATED_USTRUCT_BODY() UPROPERTY(BlueprintReadWrite) uint32 ValueC : 1 ; UPROPERTY(BlueprintReadWrite) uint32 ValueD : 1 ; }; A ...
Access violation crash on startup after converting project User Description: We were using 4.10.4, and are trying to upgrade to 4.11.2. The project will convert and open fine the very first try, b ...
'Use Translucency Vertex Fog' does not work on Metal despite the following release notes: According to 4.13 Releases Notes:[Link Removed] "New: Shader Model 5 Rendering for Mac Mac Metal now has i ...
Trying to create a variable that accepts multiple types of enums, and code-based enums are not showing up in the list. Creating a variable that stores a UEnum class does not display enums created i ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...