Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...
This issue may reference [Link Removed] which was recently fixed with 4.9 CL-2553675. When using the MoveComponentTo node physics do not work properly compared to other methods to move a component ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...
A Redistribute file for VS 2015 is needed to build lightmass, but this is not currently included with the engine. If a user does not have VS 2015 installed, lightmass will fail with this error: Un ...
The fix for [Link Removed] caused a regression where links to material nodes no longer carry over when a group of nodes is copied and pasted ~ User submitted Image and repro steps appended. I conf ...
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 ...
I could not repro their issue in main. They supposedly recently upgraded to 4.5. I was wondering if you could divide an conquer, and figure out when we fixed this. **EDIT** Was able to repro in mai ...
See licensee description of the issue: The problem appears when I have two instanced materials with the same number of parameters. I've noticed that ShaderMapId has MaterialLayersParameterIDs where ...
When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...