On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...
When tapping on a button with a touch monitor, it is registered as two inputs. There was an issue on win7 where touch inputs were counted as touches and clicks. This seems to be the same issue on wi ...
Reimporting an FBX file via the import button does not make the import options appear. Instead of allowing the FBX to reimport with new options, the FBX just re-imports. This issue is a regression. ...
Link to youtube video of workflow: (Link can also be found in UDN post) [Link Removed] Spawned actors do not stay attached following the method above when the Sequence is saved and reopened ...
Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...
Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled. If the character blueprint is scale to extreme sizes (3.0) the effect i ...
When a C++ function parameter has a default value, changing the default value will change any blueprint node of the function where the value is manually set. Regression: Yes - changing the default ...
Link that the user included with their Answer Hub ticket: https://answers.unrealengine.com/questions/713209/levels-uneditable-editor-stuck-with-updating-asset.html The file size is not maintaining ...
When a component property is set outside of the constructor (in OnRegister() for example), blueprint instances of the property become read-only if the blueprint default is empty. This only occurs ...
Restore State should have an affect on sequencer. The animation snaps back to its starting point even when this option is not set if played in PIE. If you drag in the level sequence in the editor an ...