When setting a project to only use dynamic lighting with the console variable r.AllowStaticLighting=false, the rendering of a Skeletal Mesh in Persona is corrupted. r.AllowStaticLighting=False: in ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
When scrubbing the Matinee handle with a Sound Track added, no matter the location of the handle, the sound wave associated will play from the beginning of the audio file. Tested in 4.8.3 - 2634408 ...
SyncGroups Do Not Function between AnimSequences when Blend Time is 0 (zero) *It is quesitonable SyncGroups function between AnimSequences regardless of what the blend time is set to, but especiall ...
SyncGroups Do Not Function between BlendSpaces when Blend Time is se to "0." *It is quesitonable SyncGroups function between BlendSpaces regardless of what the blend time is set to, but especially ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
Weird behavior occurs when toggling Simulate Physics on physics actors by input instead of on BeginPlay. Multiple odd behaviors are present such as touching physics actors ignoring collision. Test ...
Editor experiences an unrecoverable hang when placing the user's Montage into a Third Person Blueprint Project and opening the montage after retargeting to the current skeleton. Attached Log from P ...
The Vive will sometime get locked to 60 FPS due to the window bleeding over into a second monitor. ...
When a blueprint that is based on a custom class is migrated from one project to another the references to the original class are held. This means that the blueprint is unusable in the new project, ...