Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
From user:"We have ran into an issue with soft object pointer fixup/remapping with the World Partition converter. If you have a sublevel that contains a level script and an actor that is hard refer ...
When working in Manage Mode with Landscapes and deleting a component, if you undo the deletion, you can no longer modify or select the component. I did attempt to rebuild the scenes lighting and ge ...
When playing a sound with the bProcedural = true option enabled. The associated sound will then drop samples when played. The licensee who originally reported the issue actually has provided a fix i ...
Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
We noticed crashes in our application when we attempted to resize a window or switch to full-screen mode. Hence, resizing windows and switching to full screen will result in a crash on Unreal Engine ...
UPDATE: 3/9/2015 Additional Information: User on thread https://answers.unrealengine.com/questions/186928/landscape-collison-issues-recreatelandscapecollisi.html reported workaround did not fix e ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...