With skeltons that don't have a root or have a root that is not at the origin, sequencer recorder will snap it to the origin in it's recorded animations. [Image Removed] ...
Using the Set Physical Material for Destructible does not work currently. In comparison with a static mesh physical material will change via key press during gameplay. ...
Although Asset Tabs will be restored, the option to "Restore Open Asset Tabs on Restart" in the Editor Preferences becomes unchecked after a crash thus causing the user to remember to select it afte ...
In an actor that contains a scaled root component, it is not possible to change the collision presets on an instance of that actor if you are using the Viewport's Details panel. However, in the blue ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
In CharacterAnimBP: After creating a new montage branch point you cannot reference it in the CharacterAnimBP’s Event graph until you close and restart the editor. ...
If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...
Setting the Runtime Generation on the Recast Nav Mesh to a different preset than what is set in the Project Settings causes an error to appear upon trying to package the project, and causes the pack ...
Garbage Collection is causing noticeable hitches on whatever interval it is run on. This is noticeable in the UE4 Profiler, as you will see a spike every X amount of seconds, depending on how often ...
Cannot change the Strength value on a Physics Constraint to anything other than the default value in the Viewport Details panel. When changed the editor will pause and replace the value with — This ...