REGRESSION No, occurs in 4.14. When creating a physics asset with Default Angular Constraint Mode set to Limited, if the user saves and restarts the editor without making any edits, the constraint ...
Splash screens never clear on oculus. Testing in 4.14 it seems like UOculusFunctionLibrary::HideLoadingSplashScreen() is never called, maybe still the case in newer versions? Was unable to clear a ...
Peripheral Vision Angle values are not being clamped to the maximum supported value if a greater value is entered. ...
Certain files for building menus is calling the wrong extenders List of known conflicting functions:FSkeletalMeshEditor::ExtendMenu() [Engine\Source\Editor\SkeletalMeshEditor\Private\SkeletalMeshEd ...
Local blueprint variables do not appear to be displaying their tooltips when Get or Set. This is inconsistent behavior, as adding a non-local variable displays the tooltip when Get or Set. ...
In the Cloth level in Content Examples, there is some inconsistent behavior with Owen's trench coat. The coat tails appear heavy (they don't trail behind the character's movement), and the straps a ...
In the Cloth level in Content Examples, the cloth meshes at display 1.6 (Self Collision) are spinning and are being lifted into the air. This isn't consistent with the same assets in //UE4/Main. ...
In BaseEngine.ini,Comment says "DerivedDataBackendGraph is the default graph" - this information needs to be updated to mention that launcher installs of the engine would use "InstalledDerivedDataB ...
Font rendering for some Japanese fonts is not working reliably, in terms of font height. In some cases, vertical truncation is happening, and in other cases font displays extra vertical space. ...
In the blend space graph, there is inconsistent behavior when the user stretches the panel with Fit Grid to Largest Axis toggled. When stretching the panel vertically, the grid scales. But when yo ...