User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
Importing a skeletal mesh fbx from blender and setting the Import Uniform Scale option for the mesh to a higher value, like 100, results in only one of the meshes being scaled while the other is lef ...
The FBX Import into Sequencer currently assumes that the camera has a rotation axis of 0, -90, 0. This assumption shouldn't be there. For example, currently this works: 1) From Sequencer, export a ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
"Package Plugin" from Plugin Editor UI will wipe the target folder’s contents first then populate it with plugin files. User was expecting “Package Project” like behavior: Create a new folder in th ...
The editor is crashing when attempting to hide a bone using the Hide Bone by Name node after using the Set Master Pose Component. ...
Cannot delete a folder containing sub-folders from the Content Browser even after contents and sub-folders have been removed. Regression: This does not occur in UE 4.13 ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...