If you import multiple meshes from a single FBX file, then rename the asset in the Engine or in the Modeling Program, you will no longer be able to reimport asset until you complete overwrite import ...
If the user sets a widget to the position x=0,y=0 and then applies this as a widget component, there will be an artifact at the bottom of the widget that is the color of the widget that is in this p ...
When using static lighting with Reflection Captures, the light sources Min Roughness setting is not honored. This is part of the new update for Reflection Capture Actors to render the light shape ...
Layered destructible meshes do not simulate in the same way between UE4 and PhysX Lab. The observed issues are: 1) After first fracture no more damage is applied 2) Areas seem to react differently ...
Playing a sound (firing weapon) and switching the camera mode will cause the gunfire sound to play twice, once from the weapon's position when it's fired and again as through the sound was coming fr ...
If a multi-line comment is made in a header file using the format /*/ at the beginning and ending of the comment, UHT will fail to compile the project and will display the following errors: 1> C:/ ...
During runtime, a data only blueprint's class defaults tab becomes greyed out and uneditable during runtime. The values for specific instances can still be edited via the detail's pane. ...
A user reported that the Window Position calculation is incorrect with Windows 7 WINVER. The source code appears to be using the calculated left value for the left side of the window, but the calcul ...
Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level. Reproduced in 4.8.3 binary and Main (//depot/UE4/Promotable-CL-2635815) ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...