When a user changes any properties (for calling PostEditChangeProperty ) in parent static mesh or restarting the editor, the modified mesh is applied correctly. how to reproduce: [Link Removed] ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
It seems that changing the value to something different than the default of a Linear Color Struct variable, results in the value being changed when upgrading the project to a new engine version. Thi ...
Generated from CrashReporter Comment from user:Opening de custom node in material editor crashes editor ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Looks like this behavior was working as expected until 5.1 Preview 2 ...
Regression No, according to affects versions 4.27 and 4.27.1 The restore process proceeds in the following order : 1. Remove spawnable actor in first cut (no effect because the actor is already r ...
Changing the quality settings (or having them change on you automatically in the editor) drops mips on landscape heightmap textures, which isn't desirable as it makes it look like there are collisio ...
Setting the radius on a foliage asset does not prevent other foliage assets from being painted within that radius. Regression (no) issues (does) occur in 4.10.4 ...
The problem was reported via UE Bug Submission. I was able to repro with their provided test project. ...