When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process ht ...
Structs within structs lose connection within blueprints if they have their output pins split to show individual variable components. This happens upon closing and re-opening the editor. Other varia ...
Diffing a Blueprint does not currently work when looking at previous commits. The diff appears to be looking at pointer files instead of the actual Blueprint files themselves. When using the Git LF ...
If an AI is moving between points in the persistent level but is located within a sublevel and the sublevel is set to not visible, there is a chance that the editor will eventually crash. Setting Is ...
If multiple assets are open (blueprints, materials, particle system, etc.), deleting one of the assets from the content browser causes all other open asset windows to close. ...
When a blueprint variable is given a category and subcategory then compiled, the variable will show up in the details panel when selecting components that existed when the blueprint was created. ...
May be a duplicate of this bug, which was closed due to no repro:https://jira.ol.epicgames.net/browse/UE-10978 ...
Frame rate issues using Fixed Frame Rate and Matinee. This could be similar to some issues involving "Force Fixed Frame Rate". ...
When resampling a landscape you are unable to continue painting after applying the changes. ...
Warnings in the Github UE4 Solution: There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "D:\Downloads\UnrealEn ...