Seems like although you can set a scale on a MotionController component, the scale of the parent of the motion controller component is ignored. ...
After scaling a skeletal(or static) mesh up and converting to a static mesh the resulting asset will retain the original size of the mesh before it was scaled up. If you have more than one asset s ...
Standalone window goes behind other windows when using a combination of Set fullscreen mode and Apply Resolution settings ...
We need to wait for shaders to compile before starting a level sequence capture. POssible other scenarios where this may be needed are: When levels are streamed in When content is made visible for ...
This is a frequent and longstanding Ensure that has occurred for more than 500 users since at least the 4.13 release. Additionally, there do seem to be a few crashes with this callstack mixed among ...
The scene capture 2d doesn't capture a 3d widget if it starts off screen with capture every frame disabled. Found in 4.15 CL# 3450819, 4.19 CL# 4033788, 4.20 CL# 4233996, 4.21 CL# 4275031 May be r ...
Timespan properties created in C++ but set in blueprints are not returning the correct values. ...
When a hot reload is preformed, the CDO is not properly cleared. This causes a copy of the class to be generated with both the original and copy triggering calls. Workaround: Preforming an additio ...
Using the GetSubPaths command in Standalone does not return any paths. From the answerhub user's research, it seems that CachedPathTree in AssetRegistry.cpp is not being initialized like it is in ei ...
https://udn.unrealengine.com/questions/378873/bug-datarouterolepicgamescom-requests-should-be-ca.html?childToView=379014#answer-379014 ...