The Spinbox Widget cannot be edited if the Player's focus is lost. I have tried using different keyboard letter inputs in the Blueprints and have gotten the same results. ...
There appears to be an issue with how raycasts are performed within PxScene. When performing the trace, only the collision response for the first ECollisionChannel seems to be considered. If all col ...
Within a new Animation Composite, the To Next and To Previous buttons do not move to the animations next or previous frame. ...
Engine crashes when the value in the Cubemap Resolution for the SkyLight component in the BP_LightStage is changed by spinning the value. This asset is found within the Advanced_Lighting map of a B ...
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 ...