The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...
After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
Download and run the MultiplayerShootout project. Play in editor. Press q to get to the options menu and select leave game. Observe the black screen in the editor viewport. Also notice the stop and ...
When running the editor through VS debug mode, any breakpoint that is set in the class used as the Default pawn class in world settings will be ignored when playing in editor ...
Using the Auto Importing Feature in the engine, when you initially place or update multiple FBX files in the Content Directories, you cannot set values and use the Import All Button. You will have ...
If a user attempts to import multiple FBX files into a project that is set up with Git source control, the message "Updating file(s) source control status..." will appear and stay on the surface ind ...
Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take ...