Undo when modifying a single channel causes Entire Actor track to be selected. This is problematic when you're trying to modify just the X, Y, or Z channel in the Graph Editor. ...
When a capsule is attached to an actor Root Component followed by playing in editor through VS debug mode there is a breakpoint triggered in VS upon pressing PIE. Continuing through the break allow ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
When using a Japanese keyboard, using Japanese language input special key(halfwidth/fullwidth/kanji key) zooms out graph view in BP editor and Material editor. It seems the menu key makes the editor ...
All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...
From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...
If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...
If you place a GPU particle into your project and deploy to an iOS device that supports metal, the asset will not show correctly on the device. I have attached the assets that were used to this rep ...