When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
If an Actor destroys another Actor when the game is first starting, then End Play does not get called on the destroyed Actor. In the attached project, there is an Actor Blueprint in the level that s ...
FOV-track-only camera anim do not give effect to current camera. if the anim have transform track without any key, the anim works. Regression? yes. This is not reproduced in 4.13.2 launcher version ...
The optimization view mode 'Quad Overdraw' image is not properly cleaned up when switching directly to 'Stationary Light Overlap' view mode. See attached images. ...
Trying to build lighting on a map with high density foliage will fail lighting build or cause the editor to crash. This occurs in 4.15, 4.16, 4.17, and 4.18. There have been multiple reports of this ...
Meshes that animate via vertex deformations using worldposition offset display incorrect surface normals while animating. The reflections of the environment smear as the mesh moves making it look tr ...
I tested this on a Mac Pro in UE 4.15, 4.16, 4.17, and 4.18. As a possible workaround for the fog issue, I've discovered that setting Atmospheric Fog > Lighting > Disable Ground Scatter to "True" wi ...
Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...
When using the pause command in a launched game and putting the computer to sleep it causes the fatal error "GameThread timed out waiting for RenderThread" when logging back in and resuming work on ...
With the Draw debug points node, the points do not draw at the same sizes in Orthographic viewports as they do in Perspective viewports. This issue does not appear to be a regression. Versions Test ...