Scale of the parent of a Motion Controller Component is ignored

Virtual Reality - Nov 17, 2016

Seems like although you can set a scale on a MotionController component, the scale of the parent of the motion controller component is ignored. ...

Convert To Static Mesh Does Not Keep Scale

Tools - Mar 13, 2017

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

Tools - Mar 20, 2017

Standalone window goes behind other windows when using a combination of Set fullscreen mode and Apply Resolution settings ...

Wait for shader compilation to finish before rendering burn outs

Sequencer - Jun 23, 2017

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 ...

[CrashReport] Ensure condition failed: ToPin->LinkedTo.Contains(this)

Gameplay - Blueprint - Oct 2, 2017

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 ...

Scene Capture 2D Doesn't Capture 3D Widget If It Is Off Sceen and Capture Every Frame Is Disabled

Rendering - Aug 14, 2018

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 Set in Blueprint Default Not Returning Correct Value

Core - UObject - Dec 19, 2016

Timespan properties created in C++ but set in blueprints are not returning the correct values. ...

CDO is not properly updated on Hot Reload causing "ghost" code.

Core - Hot Reload - Jan 10, 2017

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 ...

GetSubPaths does not return any paths when used in Standalone

Tools - Jan 30, 2017

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 ...

HTTP Module can wait indefinitely (or at least minutes) when shutting down on outstanding requests

Online - HTTP - Jun 28, 2017

https://udn.unrealengine.com/questions/378873/bug-datarouterolepicgamescom-requests-should-be-ca.html?childToView=379014#answer-379014 ...