Bit of a discoverability thing that would be nice to change. I don't use C++ so I didn't know F7 compiles it, all the wrist movement from clicking that button, think of the RSI! Oh also the reas ...
The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...
Setting up New Relative Rotation with some Static Mesh Actors in the Level Blueprint will have strange results if -90 is used in the Y Relative Rotation. Changing off of -90 will result in normal be ...
Billboard components do not retain 'screen size' size when viewed from a long distance. When negatively scaled (ex: -0.005) they will still be visible from long distances. ...
When the ShowOnlyInnerProperties property specifier is used for a struct property, the properties contained within the struct are exposed to the Blueprints Details panel as if they were part of the ...
FPhysicsInterface_PhysX::Sweep_Geom incorrectly calculates the shapes' world transforms, while an alternate approach in FPhysicsInterface_PhysX::LineTrace_Geom works correctly. ...
When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...
Oculus rift does not appear to be used in a shipping build for windows 32 bit. The project appears to default to using Steam VR ...