When converting a project from 4.10/4.11 to 4.12(or later) the relative scale of the sockets on skeletal meshes will be changed to 1,1,1 regardless of the previous settings. ...
The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...
When a user sets up an unwrap using a space outside the original 0 to 1 space the unwrap will increasingly show errors of positioning. For Example, in the following images the lower left vertex of ...
Unable to import a sound file shorter than 1 second in length. The two sound files attached are the same sound, but one has been extended to at least 1 second long and successfully imports. ...
DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly. Forums Post: https://forum ...
Fade track is not affected by "Restore State" flag Regression: Sort of. Restore State wasn't available in 4.14, but the default behavior would leave the screen black Worked: 3249277 (4.14.3) Bro ...
When setup for multiplayer, all players are able to move around and control the camera with the analog sticks but button presses of all controllers only affect player 1. ...
The results of Roughness=1.0 from a constant and from a parameter are different on 4.20. The static bool switch of the following material always returns 1.0. But the results are different.[Link Rem ...
Postprocess GI related settings look like working in 4.22 on Mobile now, but seems buggy, Not sure if it has supposed to be supported on Mobile since it has no any info in Doc or 4.22's release note ...