REGRESSION No, occurs in 4.14. When creating a physics asset with Default Angular Constraint Mode set to Limited, if the user saves and restarts the editor without making any edits, the constraint ...
"Multiple Values" in Body Setup when single bone has multiple bodies Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) ...
Textures that have been padded to Power of Two (using the Power of Two Mode in the Texture Editor) do not render on iOS. In the repro provided, QAGame has a mobile interface that uses 100x100 textu ...
Currently details changes to the following are not noticed by the Diff tool when diffing AnimBPs:State Machines (i.e. Max transitions per frame)Transition rulesConduitsStates This also affects non- ...
Skeletal meshes do not simulate physics when playing in viewport. They are not affected by gravity, nor do they ragdoll. This doesn't occur in UE4/Main. This occurs with Immediate Mode Physics of ...
Seems when an expression output is swizzled (Typically via component mask) we lose the ability to track if the value is constant. This causes the IsPropertyUsed check to fail, potentially falsely ac ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
Unable to add API specifier to FMovieSceneTrackEditor, results in compile errors (pasted in the callstack field) ...
Calling Get Material Index node with an invalid slot name will produce a return value of -1. Passing this value to a Get Material node causes the editor to crash. ...
Particle systems will appear very blurry once deployed to an IOS device. The particle system looks correct while using the mobile preview. Another important note is that if a static mesh is in the s ...