Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...
4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...
Selecting other components after selecting a Spline Component's control point keeps the transform gizmo and functionality at the Spline Control point Repro Rate: 4/4 Tested this in //UE4/Release-4 ...
When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...
Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
From https://github.com/Oculus-VR/UnrealEngine/issues/60#issuecomment-544537005 UOculusNetDriver::LowLevelSend was modified to take an FInternetAddr pointer instead of an FString (due to the same c ...
Non-Ray Tracing Shadows are only cast from lights on meshes assigned to the same Lighting Channel. When enabling Ray Tracing Shadows this is not the case. Lights will still cast Ray Tracing Shadows ...
Empty Shot Track Breaks Camera Component tracks when using Camera Cut Track ...
This is a Rhino file. Shadows are not cast on the Static Mesh after materials are assigned in the Static Mesh Editor. This was reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4. ...