If world composition is in enabled and an instance static mesh actor has been added to the scene the level will remain dirty after compiling. ...
If you have a blueprint A with a child blueprint B, and child of the child blueprint C, overriding a function with a return parameter originally declared in blueprint A in the blueprint C, and then ...
Mouse movements during Simulate will slightly move Skeletal Mesh actors that are simulating physics. This also effects physics assets in the PhAT editor during simulate. The effect is small but I wa ...
Link to youtube video of workflow: (Link can also be found in UDN post) [Link Removed] Spawned actors do not stay attached following the method above when the Sequence is saved and reopened ...
Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...
Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled. If the character blueprint is scale to extreme sizes (3.0) the effect i ...
Per Licensee: We would like to change some of their parameter names, however when renaming a parameter, its value in all of the corresponding material instances resets to the base material default ...
In the Call Stack tab, input events are not listed by their friendly names. Instead they have long names such as InpActEvt_One_K2Node_InputKeyEvent_2. This is different from Actor Events that simp ...
MaterialBillboardComponent does not render with CustomDepth material in PostProcessVolume as other objects do. Found in 4.16.3 CL 3561208, 4.17.2 CL 3658906, 4.18.1 CL 3454814 ...
This is only happen on Android, no problem on IOS ...