The editor crashes upon attempting to open the blueprint debugger through the Window menu. Frequency: 2/2 Regression (Yes) issue (does not) occur in 4.11.2 ...
Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...
Imported Static Mesh Sockets are importing at the wrong orientation Result: [Image Removed] Expected: [Image Removed] ...
When using shared samplers in the material do not adjust quality when adjusting the console variable or texture quality in Engine Scalability for SG.TextureQuality. Attached is an image for demons ...
This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...
Jumping off an object moved by a matinee that is stopped during movement will impart a velocity to the character, even though the object appears to be stopped. This is because ComponentVelocity is o ...
Full log attached below: During packaging many log show that it is trying to initialize and i do not have the runtime installed. Snippets from a portion of the log[2016.04.28-15.05.46:033][ 0]OSV ...
After dragging a widget around, a horizontal box will no longer accept children ...
Several users have reported that their projects cannot compile specific blueprints. In one a character blueprint and another a controller. In both instances, the editor becomes completely unresponsi ...
Having multiple viewports open causes the wrong viewport to be rendered inside the headset. Positional/Rotational tracking is still updating correctly in the preview window. Closing the wrong view ...